JSFiddle - React, Tailwind, and code Playground
HTML
<script id="snoise-function" type="x-shader/x-vertex">
vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
vec2 mod289(vec2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
vec3 permute(vec3 x) { return mod289(((x*34.0)+1.0)*x); }
float snoise(vec2 v) {
const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0
0.366025403784439, // 0.5*(sqrt(3.0)-1.0)
-0.577350269189626, // -1.0 + 2.0 * C.x
0.024390243902439); // 1.0 / 41.0
vec2 i = floor(v + dot(v, C.yy) );
vec2 x0 = v - i + dot(i, C.xx);
vec2 i1;
i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
vec4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = mod289(i); // Avoid truncation effects in permutation
vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
+ i.x + vec3(0.0, i1.x, 1.0 ));
vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);
m = m*m ;
m = m*m ;
vec3 x = 2.0 * fract(p * C.www) - 1.0;
vec3 h = abs(x) - 0.5;
vec3 ox = floor(x + 0.5);
vec3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
vec3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot(m, g);
}
</script>
<script id="vertex-shader" type="x-shader/x-vertex">
uniform float u_time;
uniform vec2 u_randomisePosition;
varying float vDistortion;
varying float xDistortion;
varying vec2 vUv;
void main() {
vUv = uv;
vDistortion = snoise(vUv.xx * 3. - u_randomisePosition * 0.15);
xDistortion = snoise(vUv.yy * 1. - u_randomisePosition *...
CSS
#canvas, canvas {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
}
body {
background: black;
}
JavaScript
import * as THREE from 'https://cdn.skypack.dev/three@v0.122.0';
function randomInteger(min, max) {
return Math.floor(Math.random() * (max - min + 1)) + min;
}
function rgb(r, g, b) {
return new THREE.Vector3(r, g, b);
}
document.addEventListener("DOMContentLoaded", function(e) {
const renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement )
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
let vCheck = false;
camera.position.z = 5;
var randomisePosition = new THREE.Vector2(1, 2);
var R = function(x, y, t) {
return( Math.floor(192 + 64*Math.cos( (x*x-y*y)/300 + t )) );
}
var G = function(x, y, t) {
return( Math.floor(192 + 64*Math.sin( (x*x*Math.cos(t/4)+y*y*Math.sin(t/3))/300 ) ) );
}
var B = function(x, y, t) {
return( Math.floor(192 + 64*Math.sin( 5*Math.sin(t/9) + ((x-100)*(x-100)+(y-100)*(y-100))/1100) ));
}
let sNoise = document.querySelector('#snoise-function').textContent
let geometry = new THREE.PlaneGeometry(window.innerWidth / 2, 400, 100, 100);
let material = new THREE.ShaderMaterial({
uniforms: {
u_bg: {type: 'v3', value: rgb(0, 0, 0)},
u_bgMain: {type: 'v3', value: rgb(0, 0, 0)},
u_color1: {type: 'v3', value: rgb(162, 138, 241)},
u_color2: {type: 'v3', value: rgb(82, 31, 241)},
u_time: {type: 'f', value: 0},
u_randomisePosition: { type: 'v2', value: randomisePosition }
},
fragmentShader: sNoise + document.querySelector('#fragment-shader').textContent,
vertexShader: sNoise + document.querySelector('#vertex-shader').textContent,
});
let mesh = new THREE.Mesh(geometry, material);
mesh.position.set(0, 140, -280);
...