<background>
<style>
background {
z-index : -9999;
position: absolute;
top : 0;
left : 0;
width : 100%;
height : 100%;
margin : 0;
padding : 0;
}
</style>
<div id="container"></div>
<script src="js/three.min.js"></script>
<script id="vertexShader" type="x-shader/x-vertex">
void main() {
gl_Position = vec4( position, 1.0 );
}
</script>
<script id="fragmentShader" type="x-shader/x-fragment">
// Author @patriciogv - 2015
// http://patriciogonzalezvivo.com
#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
#define ANIMATE
vec2 hash2( vec2 p )
{
return fract(sin(vec2(dot(p,vec2(127.1,311.7)),dot(p,vec2(269.5,183.3))))*43758.5453);
}
vec3 voronoi( in vec2 x )
{
vec2 n = floor(x);
vec2 f = fract(x);
//----------------------------------
// first pass: regular voronoi
//----------------------------------
vec2 mg, mr;
float md = 8.0;
for( int j=-1; j<=1; j++ )
for( int i=-1; i<=1; i++ )
{
vec2 g = vec2(float(i),float(j));
vec2 o = hash2( n + g );
#ifdef ANIMATE
o = 0.5 + 0.5*sin( u_time + 6.2831*o );
#endif
vec2 r = g + o - f;
float d = dot(r,r);
if( d<md )
{
md = d;
mr = r;
mg = g;
}
}
//----------------------------------
// second pass: distance to borders
//----------------------------------
md = 8.0;
for( int j=-2; j<=2; j++ )
for( int i=-2; i<=2; i++ )
{
vec2 g = mg + vec2(float(i),float(j));
vec2 o = hash2( n + g );
#ifdef ANIMATE
o = 0.5 + 0.5*sin( u_time + 6.2831*o );
#endif
vec2 r = g + o - f;
if( dot(mr-r,mr-r)>0.00001 )
md = min( md, dot( 0.5*(mr+r), normalize(r-mr) ) );
}
return vec3( md, mr );
}
void main(){
vec2 p = gl_FragCoord.xy/u_resolution;
vec3 c = voronoi( 8.0*p );
// isolines
vec3 col = c.x*(0.5 + 0.5*sin(64.0*c.x))*vec3(1.0);
// borders
col = mix( vec3(1.0,0.6,0.0), col, smoothstep( 0.04, 0.07, c.x ) );
// feature points
float dd = length( c.yz );
col = mix( vec3(1.0,0.6,0.1), col, smoothstep( 0.0, 0.12, dd) );
col += vec3(1.0,0.6,0.1)*(1.0-smoothstep( 0.0, 0.04, dd));
gl_FragColor = vec4(col,1.0);
}
</script>
<script>
var container;
var camera, scene, renderer;
var uniforms;
init();
animate();
function init() {
container = document.getElementById( 'container' );
camera = new THREE.Camera();
camera.position.z = 1;
scene = new THREE.Scene();
var geometry = new THREE.PlaneBufferGeometry( 2, 2 );
uniforms = {
u_time: { type: "f", value: 1.0 },
u_resolution: { type: "v2", value: new THREE.Vector2() },
u_mouse: { type: "v2", value: new THREE.Vector2() }
};
var material = new THREE.ShaderMaterial( {
uniforms: uniforms,
vertexShader: document.getElementById( 'vertexShader' ).textContent,
fragmentShader: document.getElementById( 'fragmentShader' ).textContent
} );
var mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
container.appendChild( renderer.domElement );
onWindowResize();
window.addEventListener( 'resize', onWindowResize, false );
document.onmousemove = function(e){
uniforms.u_mouse.value.x = e.pageX
uniforms.u_mouse.value.y = e.pageY
}
}
function onWindowResize( event ) {
renderer.setSize( window.innerWidth, window.innerHeight );
uniforms.u_resolution.value.x = renderer.domElement.width;
uniforms.u_resolution.value.y = renderer.domElement.height;
}
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
uniforms.u_time.value += 0.05;
renderer.render( scene, camera );
}
</script>
</background>
Created
February 11, 2019 08:30
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BackGround Website Shader
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