Web Animations Hard
Three.js Distorted Plane Shader
Fullscreen shader background with procedural distortion and glow.
Open in Lab
MCP
threejs shader webgl
Targets: JS HTML
Code
:root {
--bg: #04070f;
--text: #eef4ff;
--muted: #c2d0e7;
--accent: #8ce8ff;
}
* {
box-sizing: border-box;
}
body {
margin: 0;
font-family: "Avenir Next", "Segoe UI", sans-serif;
background: var(--bg);
color: var(--text);
}
#scene {
position: fixed;
inset: 0;
}
.topbar {
position: fixed;
inset: 0 0 auto 0;
z-index: 20;
display: flex;
justify-content: space-between;
align-items: center;
padding: .75rem 1rem;
background: rgba(0, 0, 0, 0.25);
backdrop-filter: blur(8px);
}
.topbar a {
color: var(--accent);
text-decoration: none;
font-weight: 700;
}
button {
border: 1px solid rgba(255, 255, 255, 0.25);
border-radius: 999px;
background: rgba(255, 255, 255, 0.07);
color: var(--text);
padding: .45rem .8rem;
cursor: pointer;
}
.overlay {
position: relative;
z-index: 10;
min-height: 100vh;
width: min(900px, 92%);
margin: 0 auto;
display: grid;
align-content: center;
gap: .7rem;
text-align: center;
}
.label {
margin: 0;
letter-spacing: .1em;
text-transform: uppercase;
color: var(--accent);
}
h1,
p {
margin: 0;
}
h1 {
font-size: clamp(2rem, 7vw, 4.2rem);
}
p {
color: var(--muted);
}if (!window.MotionPreference) {
const __mql = window.matchMedia("(prefers-reduced-motion: reduce)");
const __listeners = new Set();
const MotionPreference = {
prefersReducedMotion() {
return __mql.matches;
},
setOverride(value) {
const reduced = Boolean(value);
document.documentElement.classList.toggle("reduced-motion", reduced);
window.dispatchEvent(new CustomEvent("motion-preference", { detail: { reduced } }));
for (const listener of __listeners) {
try {
listener({ reduced, override: reduced, systemReduced: __mql.matches });
} catch {}
}
},
onChange(listener) {
__listeners.add(listener);
try {
listener({
reduced: __mql.matches,
override: null,
systemReduced: __mql.matches,
});
} catch {}
return () => __listeners.delete(listener);
},
getState() {
return { reduced: __mql.matches, override: null, systemReduced: __mql.matches };
},
};
window.MotionPreference = MotionPreference;
}
import * as THREE from "three";
const host = document.getElementById("scene");
const toggle = document.getElementById("toggleMotion");
let motionEnabled = !window.MotionPreference.prefersReducedMotion();
const scene = new THREE.Scene();
const camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0.1, 10);
camera.position.z = 1;
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(Math.min(window.devicePixelRatio || 1, 2));
renderer.setSize(window.innerWidth, window.innerHeight);
host.appendChild(renderer.domElement);
const uniforms = {
uTime: { value: 0 },
uResolution: { value: new THREE.Vector2(window.innerWidth, window.innerHeight) },
};
const material = new THREE.ShaderMaterial({
uniforms,
vertexShader: `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = vec4(position, 1.0);
}
`,
fragmentShader: `
precision highp float;
varying vec2 vUv;
uniform float uTime;
uniform vec2 uResolution;
float noise(vec2 p){
return sin(p.x) * sin(p.y);
}
void main() {
vec2 uv = vUv;
vec2 p = (uv - 0.5) * vec2(uResolution.x / uResolution.y, 1.0);
float t = uTime * 0.25;
float wave = sin(p.x * 3.2 + t) * 0.12 + cos(p.y * 2.4 - t * 1.2) * 0.1;
vec2 q = p + vec2(wave, wave * 0.7);
float d = length(q);
float glow = 0.25 / (d + 0.12);
float grain = noise(q * 8.0 + t);
vec3 col = vec3(0.03, 0.05, 0.12);
col += vec3(0.15, 0.32, 0.55) * glow;
col += vec3(0.35, 0.18, 0.6) * max(0.0, sin(q.x * 6.0 + t));
col += grain * 0.015;
gl_FragColor = vec4(col, 1.0);
}
`,
});
const quad = new THREE.Mesh(new THREE.PlaneGeometry(2, 2), material);
scene.add(quad);
function setLabel() {
toggle.textContent = motionEnabled ? "Disable motion" : "Enable motion";
}
function animate() {
requestAnimationFrame(animate);
if (motionEnabled) uniforms.uTime.value += 0.016;
renderer.render(scene, camera);
}
function onResize() {
renderer.setSize(window.innerWidth, window.innerHeight);
uniforms.uResolution.value.set(window.innerWidth, window.innerHeight);
}
toggle.addEventListener("click", () => {
motionEnabled = !motionEnabled;
setLabel();
});
window.addEventListener("resize", onResize);
setLabel();
animate();<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Demo 10 - Distorted Plane Shader</title>
<link rel="stylesheet" href="style.css" />
<script type="importmap">{"imports":{"gsap":"https://esm.sh/gsap@3.13.0","gsap/ScrollTrigger":"https://esm.sh/gsap@3.13.0/ScrollTrigger","gsap/SplitText":"https://esm.sh/gsap@3.13.0/SplitText","gsap/Flip":"https://esm.sh/gsap@3.13.0/Flip","gsap/ScrambleTextPlugin":"https://esm.sh/gsap@3.13.0/ScrambleTextPlugin","gsap/TextPlugin":"https://esm.sh/gsap@3.13.0/TextPlugin","gsap/all":"https://esm.sh/gsap@3.13.0/all","gsap/":"https://esm.sh/gsap@3.13.0/","lenis":"https://esm.sh/lenis@1.1.13/dist/lenis.mjs","three":"https://esm.sh/three@0.171.0","three/addons/":"https://esm.sh/three@0.171.0/examples/jsm/"}}</script>
</head>
<body>
<header class="topbar">
<a href="../">Back to demos</a>
<button id="toggleMotion"></button>
</header>
<div id="scene"></div>
<section class="overlay">
<p class="label">Demo 10</p>
<h1>Distorted Plane Shader</h1>
<p>Animated shader background baseline for cinematic hero sections.</p>
</section>
<script type="module" src="script.js"></script>
</body>
</html>Three.js Distorted Plane Shader
Fullscreen shader background with procedural distortion and glow.
Source
- Repository:
libs-gen - Original demo id:
10-threejs-distorted-plane
Notes
Fullscreen shader background with procedural distortion and glow.