edword
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4 hours ago, tuanphan said:
Add a Code Block > Use this code
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width: 100%; height: 100vh; top: 0; left: 0; } .mask { position: absolute; z-index: 2; background: white; height: 100vh; width: 100vw; mix-blend-mode: screen; /* display: none; */ } svg { width: 90%; position: absolute; top: 50%; left: 50%; transform: translate(-50%, -50%); } </style> <script src="https://cdnjs.cloudflare.com/ajax/libs/gsap/2.1.3/TweenMax.min.js"></script> <script src="https://robindelaporte.fr/codepen/bundle.js"></script> <script> var vertex = ` attribute vec2 uv; attribute vec2 position; varying vec2 vUv; void main() { vUv = uv; gl_Position = vec4(position, 0, 1); } `; var fragment = ` precision highp float; precision highp int; uniform sampler2D tWater; uniform sampler2D tFlow; uniform float uTime; varying vec2 vUv; uniform vec4 res; uniform vec2 img; vec2 centeredAspectRatio(vec2 uvs, vec2 factor){ return uvs * factor - factor /2. + 0.5; } void main() { // R and G values are velocity in the x and y direction // B value is the velocity length vec3 flow = texture2D(tFlow, vUv).rgb; vec2 uv = .5 * gl_FragCoord.xy / res.xy ; // vec2 uv = .5 * gl_FragCoord.xy / res.xy ; vec2 myUV = (uv - vec2(0.5))*res.zw + vec2(0.5); myUV -= flow.xy * (0.15 * 1.2); vec2 myUV2 = (uv - vec2(0.5))*res.zw + vec2(0.5); myUV2 -= flow.xy * (0.125 * 1.2); vec2 myUV3 = (uv - vec2(0.5))*res.zw + vec2(0.5); myUV3 -= flow.xy * (0.10 * 1.4); vec3 tex = texture2D(tWater, myUV).rgb; vec3 tex2 = texture2D(tWater, myUV2).rgb; vec3 tex3 = texture2D(tWater, myUV3).rgb; gl_FragColor = vec4(tex.r, tex2.g, tex3.b, 1.0); } `; { var _size = [2048, 1638]; var renderer = new ogl.Renderer({ dpr: 2 }); var gl = renderer.gl; document.body.appendChild(gl.canvas); // Variable inputs to control flowmap var aspect = 1; var mouse = new ogl.Vec2(-1); var velocity = new ogl.Vec2(); function resize() { gl.canvas.width = window.innerWidth * 2.0; gl.canvas.height = window.innerHeight * 2.0; gl.canvas.style.width = window.innerWidth + "px"; gl.canvas.style.height = window.innerHeight + "px"; var a1, a2; var imageAspect = _size[1] / _size[0]; if (window.innerHeight / window.innerWidth < imageAspect) { a1 = 1; a2 = window.innerHeight / window.innerWidth / imageAspect; } else { a1 = window.innerWidth / window.innerHeight * imageAspect; a2 = 1; } mesh.program.uniforms.res.value = new ogl.Vec4( window.innerWidth, window.innerHeight, a1, a2); renderer.setSize(window.innerWidth, window.innerHeight); aspect = window.innerWidth / window.innerHeight; } var flowmap = new ogl.Flowmap(gl, { falloff: 0.3, dissipation: 0.92, alpha: 0.5 }); // Triangle that includes -1 to 1 range for 'position', and 0 to 1 range for 'uv'. var geometry = new ogl.Geometry(gl, { position: { size: 2, data: new Float32Array([-1, -1, 3, -1, -1, 3]) }, uv: { size: 2, data: new Float32Array([0, 0, 2, 0, 0, 2]) } }); var texture = new ogl.Texture(gl, { minFilter: gl.LINEAR, magFilter: gl.LINEAR }); var img = new Image(); img.onload = () => texture.image = img; img.crossOrigin = "Anonymous"; img.src = "https://robindelaporte.fr/codepen/bg3.jpg"; var a1, a2; var imageAspect = _size[1] / _size[0]; if (window.innerHeight / window.innerWidth < imageAspect) { a1 = 1; a2 = window.innerHeight / window.innerWidth / imageAspect; } else { a1 = window.innerWidth / window.innerHeight * imageAspect; a2 = 1; } var program = new ogl.Program(gl, { vertex, fragment, uniforms: { uTime: { value: 0 }, tWater: { value: texture }, res: { value: new ogl.Vec4(window.innerWidth, window.innerHeight, a1, a2) }, img: { value: new ogl.Vec2(_size[1], _size[0]) }, // Note that the uniform is applied without using an object and value property // This is because the class alternates this texture between two render targets // and updates the value property after each render. tFlow: flowmap.uniform } }); var mesh = new ogl.Mesh(gl, { geometry, program }); window.addEventListener("resize", resize, false); resize(); // Create handlers to get mouse position and velocity var isTouchCapable = ("ontouchstart" in window); if (isTouchCapable) { window.addEventListener("touchstart", updateMouse, false); window.addEventListener("touchmove", updateMouse, { passive: false }); } else { window.addEventListener("mousemove", updateMouse, false); } var lastTime; var lastMouse = new ogl.Vec2(); function updateMouse(e) { e.preventDefault(); if (e.changedTouches && e.changedTouches.length) { e.x = e.changedTouches[0].pageX; e.y = e.changedTouches[0].pageY; } if (e.x === undefined) { e.x = e.pageX; e.y = e.pageY; } // Get mouse value in 0 to 1 range, with y flipped mouse.set(e.x / gl.renderer.width, 1.0 - e.y / gl.renderer.height); // Calculate velocity if (!lastTime) { // First frame lastTime = performance.now(); lastMouse.set(e.x, e.y); } var deltaX = e.x - lastMouse.x; var deltaY = e.y - lastMouse.y; lastMouse.set(e.x, e.y); var time = performance.now(); // Avoid dividing by 0 var delta = Math.max(10.4, time - lastTime); lastTime = time; velocity.x = deltaX / delta; velocity.y = deltaY / delta; // Flag update to prevent hanging velocity values when not moving velocity.needsUpdate = true; } requestAnimationFrame(update); function update(t) { requestAnimationFrame(update); // Reset velocity when mouse not moving if (!velocity.needsUpdate) { mouse.set(-1); velocity.set(0); } velocity.needsUpdate = false; // Update flowmap inputs flowmap.aspect = aspect; flowmap.mouse.copy(mouse); // Ease velocity input, slower when fading out flowmap.velocity.lerp(velocity, velocity.len ? 0.15 : 0.1); flowmap.update(); program.uniforms.uTime.value = t * 0.01; renderer.render({ scene: mesh }); } } </script>
Hi thank you for your response! I have pasted this and it still does not work. I'm not sure why? I've seen some of your videos on how to incorporate codepen into squarespace and tried doing that but it messes up the entire layout of my site. Not sure if I am doing something wrong.
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codepen:https://codepen.io/robin-dela/pen/KKPYoBq
I have been trying to add this code into my sight, but I cannot seem to make it work. I have also tried adding it to a new section that uses the new Squarespace fluid engine and it appears to not even work at all versus applying the code to a code block in the previous version. Any help with this would be greatly appreciated!
How to animate SVG on Scroll Using Custom Code
in Customize with code
Posted
Hello! I need help implementing animation into an SVG image I made. Its just a line that I would like to animate as you scroll down the page (the line forming down the page while scrolling)
So far, I've only managed to have the SVG appear but it simply sits on top of all the elements without moving or animating.
Does anyone know a code to have the SVG animate ? I've attached the current code I am working with. I am not too advanced with JavaScript, so animating the svg is proving to be a challenge for me. Any help on this would be greatly appreciated! Thank you!
<html lang="en">
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title› Document </title>
</head>
<body>
<div class="line-container">
<svg viewBox="0 0 215 2074" fill="none" preserveAspectRatio="xMidYMax meet">
<path d="M127 0V886V1020C76.6 1070.4 63.3334 1057 63 1044C74 1055 89.4 1083.6 63 1110C36.6 1136.4 117.333 1121 161 1110C192.333 1099.33 242.2 1078 191 1078C139.8 1078 84.3334 1163.33 63 1206L115 1150V1064L147 1174C121 1169.33 78.2 1169.2 115 1206C151.8 1242.8 151.667 1276 147 1288V1642V1786C146.333 1796.67 139 1818 115 1818C91 1818 90.3333 1832.67 93 1840C89.6667 1847.33 89.4 1862 115 1862C140.6 1862 111 1876.67 93 1884L127 1918V1974V1884H147L161 1870H175V1840H1L201 1918L147 1974L115 1992V1946H161L127 2002V2074" stroke="#F55D5D" stroke-width="5"/>
</svg>
</div>
</body>
</html>
</html>
<style>
body {
height: 500vh;
margin: 0;
z-index:9999999;
}
.line-container {
position:fixed;
top:0;
left:0;
width: 100%;
height: 100%;
text-align: center;
overflow: hidden;
z-index:9999999;
}
svg{
display: inline-block;
height:100%;
z-index:9999999;
}
</style>
<script>
let path = document.querySelector('path')
let pathLength = path.getTotalLength()
path.style.strokeDasharray = pathLength + '' + pathLength;
path.style.strokeDashoffset = pathLength;
window.addEventListener('scroll',()=>{
var scrollPercentage = (document.documentElement.scrollTop + document.body.scrollTop) / (document.documentElement.scrollHeight - document.documentElement.clientHeight);
var drawLength = pathLength * scrollPercentage;
path.style.strokeDashoffset = pathLength - drawLength;
}
</script>