Threejs sphere of particles moving with noise on the GPU. Mobile friendly. Use it as you wish :)
A Pen by Zainab Nadeem on CodePen.
<script id="webgl-noise" type="x-shader/x-vertex"> | |
// | |
// Description : Array and textureless GLSL 2D/3D/4D simplex | |
// noise functions. | |
// Author : Ian McEwan, Ashima Arts. | |
// Maintainer : stegu | |
// Lastmod : 20201014 (stegu) | |
// License : Copyright (C) 2011 Ashima Arts. All rights reserved. | |
// Distributed under the MIT License. See LICENSE file. | |
// https://github.com/ashima/webgl-noise | |
// https://github.com/stegu/webgl-noise | |
// | |
vec3 mod289(vec3 x) { | |
return x - floor(x * (1.0 / 289.0)) * 289.0; | |
} | |
vec4 mod289(vec4 x) { | |
return x - floor(x * (1.0 / 289.0)) * 289.0; | |
} | |
vec4 permute(vec4 x) { | |
return mod289(((x*34.0)+10.0)*x); | |
} | |
vec4 taylorInvSqrt(vec4 r) | |
{ | |
return 1.79284291400159 - 0.85373472095314 * r; | |
} | |
float snoise(vec3 v) | |
{ | |
const vec2 C = vec2(1.0/6.0, 1.0/3.0) ; | |
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0); | |
// First corner | |
vec3 i = floor(v + dot(v, C.yyy) ); | |
vec3 x0 = v - i + dot(i, C.xxx) ; | |
// Other corners | |
vec3 g = step(x0.yzx, x0.xyz); | |
vec3 l = 1.0 - g; | |
vec3 i1 = min( g.xyz, l.zxy ); | |
vec3 i2 = max( g.xyz, l.zxy ); | |
// x0 = x0 - 0.0 + 0.0 * C.xxx; | |
// x1 = x0 - i1 + 1.0 * C.xxx; | |
// x2 = x0 - i2 + 2.0 * C.xxx; | |
// x3 = x0 - 1.0 + 3.0 * C.xxx; | |
vec3 x1 = x0 - i1 + C.xxx; | |
vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y | |
vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y | |
// Permutations | |
i = mod289(i); | |
vec4 p = permute( permute( permute( | |
i.z + vec4(0.0, i1.z, i2.z, 1.0 )) | |
+ i.y + vec4(0.0, i1.y, i2.y, 1.0 )) | |
+ i.x + vec4(0.0, i1.x, i2.x, 1.0 )); | |
// Gradients: 7x7 points over a square, mapped onto an octahedron. | |
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) | |
float n_ = 0.142857142857; // 1.0/7.0 | |
vec3 ns = n_ * D.wyz - D.xzx; | |
vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7) | |
vec4 x_ = floor(j * ns.z); | |
vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N) | |
vec4 x = x_ *ns.x + ns.yyyy; | |
vec4 y = y_ *ns.x + ns.yyyy; | |
vec4 h = 1.0 - abs(x) - abs(y); | |
vec4 b0 = vec4( x.xy, y.xy ); | |
vec4 b1 = vec4( x.zw, y.zw ); | |
//vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0; | |
//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0; | |
vec4 s0 = floor(b0)*2.0 + 1.0; | |
vec4 s1 = floor(b1)*2.0 + 1.0; | |
vec4 sh = -step(h, vec4(0.0)); | |
vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ; | |
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ; | |
vec3 p0 = vec3(a0.xy,h.x); | |
vec3 p1 = vec3(a0.zw,h.y); | |
vec3 p2 = vec3(a1.xy,h.z); | |
vec3 p3 = vec3(a1.zw,h.w); | |
//Normalise gradients | |
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3))); | |
p0 *= norm.x; | |
p1 *= norm.y; | |
p2 *= norm.z; | |
p3 *= norm.w; | |
// Mix final noise value | |
vec4 m = max(0.5 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0); | |
m = m * m; | |
return 105.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), | |
dot(p2,x2), dot(p3,x3) ) ); | |
} | |
</script> |
Threejs sphere of particles moving with noise on the GPU. Mobile friendly. Use it as you wish :)
A Pen by Zainab Nadeem on CodePen.
class World { | |
renderer; | |
scene; | |
camera; | |
molecule; | |
constructor() { | |
this.build(); | |
window.addEventListener('resize', this.resize.bind(this)) | |
this.animate = this.animate.bind(this); | |
this.animate(); | |
} | |
build() { | |
this.scene = new THREE.Scene(); | |
this.camera = new THREE.PerspectiveCamera( | |
75, | |
window.innerWidth / window.innerHeight, | |
0.1, | |
1000 | |
); | |
this.camera.position.z = 3; | |
this.renderer = new THREE.WebGLRenderer({ | |
alpha:true, | |
antialias:true | |
}); | |
this.renderer.setPixelRatio( window.devicePixelRatio ); | |
this.renderer.setSize(window.innerWidth, window.innerHeight); | |
document.body.appendChild(this.renderer.domElement); | |
this.molecule = new Molecule() | |
this.scene.add(this.molecule); | |
} | |
resize() { | |
const w = window.innerWidth; | |
const h = window.innerHeight; | |
this.camera.aspect = w / h; | |
this.camera.updateProjectionMatrix(); | |
this.renderer.setSize(w, h); | |
} | |
animate() { | |
requestAnimationFrame(this.animate); | |
const time = performance.now() * 0.001; | |
this.molecule.animate(time); | |
this.renderer.render(this.scene, this.camera); | |
} | |
} | |
class Molecule extends THREE.Object3D{ | |
material; | |
geometry; | |
mesh; | |
radius = 1.5; | |
detail = 40; | |
particleSizeMin = 0.01; | |
particleSizeMax = 0.08; | |
constructor() { | |
super(); | |
this.build(); | |
} | |
build() { | |
this.dot() | |
this.geometry = new THREE.IcosahedronBufferGeometry(1, this.detail); | |
this.material = new THREE.PointsMaterial( { | |
map:this.dot(), | |
blending: THREE.AdditiveBlending, | |
color:0x101A88, | |
depthTest:false | |
} ) | |
this.setupShader(this.material) | |
this.mesh = new THREE.Points(this.geometry, this.material); | |
this.add(this.mesh); | |
} | |
dot(size = 32, color = "#FFFFFF"){ | |
const sizeH = size * 0.5; | |
const canvas = document.createElement('canvas') | |
canvas.width = canvas.height = size | |
const ctx = canvas.getContext('2d') | |
const circle = new Path2D() | |
circle.arc(sizeH, sizeH, sizeH, 0, 2 * Math.PI); | |
ctx.fillStyle = color; | |
ctx.fill(circle); | |
// debug canvas | |
// canvas.style.position = "fixed" | |
// canvas.style.top = 0 | |
// canvas.style.left = 0 | |
// document.body.appendChild(canvas) | |
return new THREE.CanvasTexture(canvas) | |
} | |
setupShader(material){ | |
material.onBeforeCompile = ( shader ) => { | |
shader.uniforms.time = { value: 0 } | |
shader.uniforms.radius = { value: this.radius } | |
shader.uniforms.particleSizeMin = { value: this.particleSizeMin } | |
shader.uniforms.particleSizeMax = { value: this.particleSizeMax } | |
shader.vertexShader = 'uniform float particleSizeMax;\n' + shader.vertexShader; | |
shader.vertexShader = 'uniform float particleSizeMin;\n' + shader.vertexShader; | |
shader.vertexShader = 'uniform float radius;\n' + shader.vertexShader; | |
shader.vertexShader = 'uniform float time;\n' + shader.vertexShader; | |
shader.vertexShader = document.getElementById("webgl-noise").textContent + "\n" + shader.vertexShader; | |
shader.vertexShader = shader.vertexShader.replace( | |
'#include <begin_vertex>', | |
` | |
vec3 p = position; | |
float n = snoise( vec3( p.x*.6 + time*0.2, p.y*0.4 + time*0.3, p.z*.2 + time*0.2) ); | |
p += n *0.4; | |
// constrain to sphere radius | |
float l = radius / length(p); | |
p *= l; | |
float s = mix(particleSizeMin, particleSizeMax, n); | |
vec3 transformed = vec3( p.x, p.y, p.z ); | |
` | |
) | |
shader.vertexShader = shader.vertexShader.replace( | |
'gl_PointSize = size;', | |
'gl_PointSize = s;' | |
) | |
material.userData.shader = shader; | |
} | |
} | |
animate(time) { | |
this.mesh.rotation.set(0, time * 0.2, 0); | |
if(this.material.userData.shader) | |
this.material.userData.shader.uniforms.time.value = time; | |
} | |
} | |
new World(); |
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script> |
body { | |
height: 100vh; | |
margin: 0; | |
background-image:radial-gradient(circle farthest-corner, #060A33, #000000); | |
background-repeat: no-repeat; | |
} |