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Add a Code Block > Use this code

<div class="mask">
	<svg version="1.1" id="Layer_1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px" viewBox="0 0 1040 205.1" style="enable-background:new 0 0 1040 205.1;" xml:space="preserve">
        <style type="text/css">
          .st0 {
            fill-rule: evenodd;
            clip-rule: evenodd;
          }
        </style>
        <g>
          <g>
            <path
              class="st0"
              d="M108.7,155.2l24.8,23.3c-2.1,3.1-4.9,6.2-8.3,9.2c-10.2,8.8-26.2,16.4-48.5,16.4C33.4,204.1,1,174.8,1,131.2
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            <path
              class="st0"
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              class="st0"
              d="M725.5,26.2c0,14-11.2,25.5-25.2,25.5s-25.2-11.5-25.2-25.5S686.3,1,700.3,1S725.5,12.2,725.5,26.2z"
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            <polygon
              class="st0"
              points="891.5,63.1 879.4,93.8 873.7,108.5 837,201.6 790,201.6 760.2,125.9 747.6,93.8 735.6,63.1 782,63.1
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            />
            <path
              class="st0"
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        </g>
        <polyline
          class="st0"
          points="678.2,201.4 678.2,63.1 722.3,63.1 722.3,201.4 "
        />
        <path
          class="st0"
          d="M395.3,135.8c0-10-1.3-19.2-3.8-27.5c-1.7-5.6-3.9-10.8-6.6-15.5c-12.1-21.6-33.9-34.1-60.4-34.1
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        />
        <path
          class="st0"
          d="M658.1,187.8c-6.7,9.3-17.1,15.8-29.1,17.2h0c-1.7,0.2-3.4,0.3-5.2,0.3c-6.6,0-12.9-1.5-18.5-4.2
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        />
      </svg>
</div>
<style>
  canvas {
  position: absolute;
  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>

 

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Link to comment
4 hours ago, tuanphan said:

Add a Code Block > Use this code

<div class="mask">
	<svg version="1.1" id="Layer_1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px" viewBox="0 0 1040 205.1" style="enable-background:new 0 0 1040 205.1;" xml:space="preserve">
        <style type="text/css">
          .st0 {
            fill-rule: evenodd;
            clip-rule: evenodd;
          }
        </style>
        <g>
          <g>
            <path
              class="st0"
              d="M108.7,155.2l24.8,23.3c-2.1,3.1-4.9,6.2-8.3,9.2c-10.2,8.8-26.2,16.4-48.5,16.4C33.4,204.1,1,174.8,1,131.2
      			c0-43.3,32.4-72.6,75.7-72.6c29.8,0,48.4,13.2,56.8,25.5l-28.7,26.7c-5.5-8-14.3-13.2-26.1-13.2c-18.3,0-32.4,12.6-32.4,33.6
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            />
            <path
              class="st0"
              d="M239.9,59.4v42.5c-2.6-0.6-6.3-1.2-10.9-1.2c-11.5,0-26.7,4.9-32.4,12.6v88.3h-44.2V63.1h44.2V80
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            />
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              class="st0"
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              class="st0"
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            />
            <polygon
              class="st0"
              points="891.5,63.1 879.4,93.8 873.7,108.5 837,201.6 790,201.6 760.2,125.9 747.6,93.8 735.6,63.1 782,63.1
      			792.9,93.8 802.1,119.5 813.2,150.9 825.8,115.8 833.8,93.8 844.8,63.1 		"
            />
            <path
              class="st0"
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            />
          </g>
        </g>
        <polyline
          class="st0"
          points="678.2,201.4 678.2,63.1 722.3,63.1 722.3,201.4 "
        />
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          class="st0"
          d="M658.1,187.8c-6.7,9.3-17.1,15.8-29.1,17.2h0c-1.7,0.2-3.4,0.3-5.2,0.3c-6.6,0-12.9-1.5-18.5-4.2
      	c-5.5-2.7-10.3-6.5-14.1-11.1c0,0,0,0,0-0.1c-4.6-6.5-7-15.1-7-25.6v-15.9c6-16.1,21.4-27.5,39.6-27.5c1.4,0,2.8,0.1,4.2,0.2V152
      	c0,7.1,3.6,12.6,9.8,13.8c0.8,0.1,1.6,0.2,2.5,0.2c4.9,0,9.7-1.7,11.2-3.4l1.9,7.4L658.1,187.8z"
        />
      </svg>
</div>
<style>
  canvas {
  position: absolute;
  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.

Link to comment

Not every code in Codepen can work well in Squarespace.
There is some code, which you will need to adjust a lot to be compatible with the structure of Squarespace, as well as any platform: WordPress, Shopify...

I also tried testing it on my site, the code doesn't work properly. You can see here: https://thung.squarespace.com/new-page-3?noredirect

pass: abc

Email me if you have need any help (free, of course.). Answer within 24 hours. 
Or send to forum message

Contact Customer Care - Learn CSS - Buy me a coffee (thank you!)

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