nataniellam Posted October 25, 2022 Share Posted October 25, 2022 Hello, Can somebody help me get code on my website. I know i need to use a code block but my attempts to merge the code has been a great failure 🙂 Codepen: https://codepen.io/sanprieto/pen/XWNjBdb Link to comment
Ziggy Posted October 25, 2022 Share Posted October 25, 2022 Hope this gives you a start. First you have to import the .js library, then you have the javascript within <script> tags, then CSS in <style> tags and then the HTML at the bottom. There might still be some adjustments that need making as this might change your fonts more globally than you want (CSS referencing body). <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r125/three.min.js"></script> <script> const preload = () => { let manager = new THREE.LoadingManager(); manager.onLoad = function() { const environment = new Environment( typo, particle ); } var typo = null; const loader = new THREE.FontLoader( manager ); const font = loader.load('https://res.cloudinary.com/dydre7amr/raw/upload/v1612950355/font_zsd4dr.json', function ( font ) { typo = font; }); const particle = new THREE.TextureLoader( manager ).load( 'https://res.cloudinary.com/dfvtkoboz/image/upload/v1605013866/particle_a64uzf.png'); } if ( document.readyState === "complete" || (document.readyState !== "loading" && !document.documentElement.doScroll)) preload (); else document.addEventListener("DOMContentLoaded", preload ); class Environment { constructor( font, particle ){ this.font = font; this.particle = particle; this.container = document.querySelector( '#magic' ); this.scene = new THREE.Scene(); this.createCamera(); this.createRenderer(); this.setup() this.bindEvents(); } bindEvents(){ window.addEventListener( 'resize', this.onWindowResize.bind( this )); } setup(){ this.createParticles = new CreateParticles( this.scene, this.font, this.particle, this.camera, this.renderer ); } render() { this.createParticles.render() this.renderer.render( this.scene, this.camera ) } createCamera() { this.camera = new THREE.PerspectiveCamera( 65, this.container.clientWidth / this.container.clientHeight, 1, 10000 ); this.camera.position.set( 0,0, 100 ); } createRenderer() { this.renderer = new THREE.WebGLRenderer(); this.renderer.setSize( this.container.clientWidth, this.container.clientHeight ); this.renderer.setPixelRatio( Math.min( window.devicePixelRatio, 2)); this.renderer.outputEncoding = THREE.sRGBEncoding; this.container.appendChild( this.renderer.domElement ); this.renderer.setAnimationLoop(() => { this.render() }) } onWindowResize(){ this.camera.aspect = this.container.clientWidth / this.container.clientHeight; this.camera.updateProjectionMatrix(); this.renderer.setSize( this.container.clientWidth, this.container.clientHeight ); } } class CreateParticles { constructor( scene, font, particleImg, camera, renderer ) { this.scene = scene; this.font = font; this.particleImg = particleImg; this.camera = camera; this.renderer = renderer; this.raycaster = new THREE.Raycaster(); this.mouse = new THREE.Vector2(-200, 200); this.colorChange = new THREE.Color(); this.buttom = false; this.data = { text: 'FUTURE\nIS NOW', amount: 1500, particleSize: 1, particleColor: 0xffffff, textSize: 16, area: 250, ease: .05, } this.setup(); this.bindEvents(); } setup(){ const geometry = new THREE.PlaneGeometry( this.visibleWidthAtZDepth( 100, this.camera ), this.visibleHeightAtZDepth( 100, this.camera )); const material = new THREE.MeshBasicMaterial( { color: 0x00ff00, transparent: true } ); this.planeArea = new THREE.Mesh( geometry, material ); this.planeArea.visible = false; this.createText(); } bindEvents() { document.addEventListener( 'mousedown', this.onMouseDown.bind( this )); document.addEventListener( 'mousemove', this.onMouseMove.bind( this )); document.addEventListener( 'mouseup', this.onMouseUp.bind( this )); } onMouseDown(){ this.mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1; this.mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1; const vector = new THREE.Vector3( this.mouse.x, this.mouse.y, 0.5); vector.unproject( this.camera ); const dir = vector.sub( this.camera.position ).normalize(); const distance = - this.camera.position.z / dir.z; this.currenPosition = this.camera.position.clone().add( dir.multiplyScalar( distance ) ); const pos = this.particles.geometry.attributes.position; this.buttom = true; this.data.ease = .01; } onMouseUp(){ this.buttom = false; this.data.ease = .05; } onMouseMove( ) { this.mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1; this.mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1; } render( level ){ const time = ((.001 * performance.now())%12)/12; const zigzagTime = (1 + (Math.sin( time * 2 * Math.PI )))/6; this.raycaster.setFromCamera( this.mouse, this.camera ); const intersects = this.raycaster.intersectObject( this.planeArea ); if ( intersects.length > 0 ) { const pos = this.particles.geometry.attributes.position; const copy = this.geometryCopy.attributes.position; const coulors = this.particles.geometry.attributes.customColor; const size = this.particles.geometry.attributes.size; const mx = intersects[ 0 ].point.x; const my = intersects[ 0 ].point.y; const mz = intersects[ 0 ].point.z; for ( var i = 0, l = pos.count; i < l; i++) { const initX = copy.getX(i); const initY = copy.getY(i); const initZ = copy.getZ(i); let px = pos.getX(i); let py = pos.getY(i); let pz = pos.getZ(i); this.colorChange.setHSL( .5, 1 , 1 ) coulors.setXYZ( i, this.colorChange.r, this.colorChange.g, this.colorChange.b ) coulors.needsUpdate = true; size.array[ i ] = this.data.particleSize; size.needsUpdate = true; let dx = mx - px; let dy = my - py; const dz = mz - pz; const mouseDistance = this.distance( mx, my, px, py ) let d = ( dx = mx - px ) * dx + ( dy = my - py ) * dy; const f = - this.data.area/d; if( this.buttom ){ const t = Math.atan2( dy, dx ); px -= f * Math.cos( t ); py -= f * Math.sin( t ); this.colorChange.setHSL( .5 + zigzagTime, 1.0 , .5 ) coulors.setXYZ( i, this.colorChange.r, this.colorChange.g, this.colorChange.b ) coulors.needsUpdate = true; if ((px > (initX + 70)) || ( px < (initX - 70)) || (py > (initY + 70) || ( py < (initY - 70)))){ this.colorChange.setHSL( .15, 1.0 , .5 ) coulors.setXYZ( i, this.colorChange.r, this.colorChange.g, this.colorChange.b ) coulors.needsUpdate = true; } }else{ if( mouseDistance < this.data.area ){ if(i%5==0){ const t = Math.atan2( dy, dx ); px -= .03 * Math.cos( t ); py -= .03 * Math.sin( t ); this.colorChange.setHSL( .15 , 1.0 , .5 ) coulors.setXYZ( i, this.colorChange.r, this.colorChange.g, this.colorChange.b ) coulors.needsUpdate = true; size.array[ i ] = this.data.particleSize /1.2; size.needsUpdate = true; }else{ const t = Math.atan2( dy, dx ); px += f * Math.cos( t ); py += f * Math.sin( t ); pos.setXYZ( i, px, py, pz ); pos.needsUpdate = true; size.array[ i ] = this.data.particleSize * 1.3 ; size.needsUpdate = true; } if ((px > (initX + 10)) || ( px < (initX - 10)) || (py > (initY + 10) || ( py < (initY - 10)))){ this.colorChange.setHSL( .15, 1.0 , .5 ) coulors.setXYZ( i, this.colorChange.r, this.colorChange.g, this.colorChange.b ) coulors.needsUpdate = true; size.array[ i ] = this.data.particleSize /1.8; size.needsUpdate = true; } } } px += ( initX - px ) * this.data.ease; py += ( initY - py ) * this.data.ease; pz += ( initZ - pz ) * this.data.ease; pos.setXYZ( i, px, py, pz ); pos.needsUpdate = true; } } } createText(){ let thePoints = []; let shapes = this.font.generateShapes( this.data.text , this.data.textSize ); let geometry = new THREE.ShapeGeometry( shapes ); geometry.computeBoundingBox(); const xMid = - 0.5 * ( geometry.boundingBox.max.x - geometry.boundingBox.min.x ); const yMid = (geometry.boundingBox.max.y - geometry.boundingBox.min.y)/2.85; geometry.center(); let holeShapes = []; for ( let q = 0; q < shapes.length; q ++ ) { let shape = shapes[ q ]; if ( shape.holes && shape.holes.length > 0 ) { for ( let j = 0; j < shape.holes.length; j ++ ) { let hole = shape.holes[ j ]; holeShapes.push( hole ); } } } shapes.push.apply( shapes, holeShapes ); let colors = []; let sizes = []; for ( let x = 0; x < shapes.length; x ++ ) { let shape = shapes[ x ]; const amountPoints = ( shape.type == 'Path') ? this.data.amount/2 : this.data.amount; let points = shape.getSpacedPoints( amountPoints ) ; points.forEach( ( element, z ) => { const a = new THREE.Vector3( element.x, element.y, 0 ); thePoints.push( a ); colors.push( this.colorChange.r, this.colorChange.g, this.colorChange.b); sizes.push( 1 ) }); } let geoParticles = new THREE.BufferGeometry().setFromPoints( thePoints ); geoParticles.translate( xMid, yMid, 0 ); geoParticles.setAttribute( 'customColor', new THREE.Float32BufferAttribute( colors, 3 ) ); geoParticles.setAttribute( 'size', new THREE.Float32BufferAttribute( sizes, 1) ); const material = new THREE.ShaderMaterial( { uniforms: { color: { value: new THREE.Color( 0xffffff ) }, pointTexture: { value: this.particleImg } }, vertexShader: document.getElementById( 'vertexshader' ).textContent, fragmentShader: document.getElementById( 'fragmentshader' ).textContent, blending: THREE.AdditiveBlending, depthTest: false, transparent: true, } ); this.particles = new THREE.Points( geoParticles, material ); this.scene.add( this.particles ); this.geometryCopy = new THREE.BufferGeometry(); this.geometryCopy.copy( this.particles.geometry ); } visibleHeightAtZDepth ( depth, camera ) { const cameraOffset = camera.position.z; if ( depth < cameraOffset ) depth -= cameraOffset; else depth += cameraOffset; const vFOV = camera.fov * Math.PI / 180; return 2 * Math.tan( vFOV / 2 ) * Math.abs( depth ); } visibleWidthAtZDepth( depth, camera ) { const height = this.visibleHeightAtZDepth( depth, camera ); return height * camera.aspect; } distance (x1, y1, x2, y2){ return Math.sqrt(Math.pow((x1 - x2), 2) + Math.pow((y1 - y2), 2)); } } </script> <style> @import url('https://fonts.googleapis.com/css2?family=Roboto&display=swap'); html, body { margin: 0; height: 100%; overflow: hidden; font-family: 'Roboto' !important; color: white; font-size: 9px; } #magic { position: fixed; width: 100%; height: 100vh; display: block; top: 0; left: 0; z-index: -9999; } .playground{ position: fixed; width: 100%; height: 100vh; display: block; top: 0; left: 0; display: flex; flex-wrap: nowrap; flex-direction: column; justify-content: flex-end; align-items: center; } .bottomPosition{ text-align: center; margin-bottom: 50px; } .minText{ font-size: 14px; } a { color: white; font-size: 12px; text-decoration: none; } .logo { width: 50px; height: 50px; } </style> <script type="x-shader/x-vertex" id="vertexshader"> attribute float size; attribute vec3 customColor; varying vec3 vColor; void main() { vColor = customColor; vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 ); gl_PointSize = size * ( 300.0 / -mvPosition.z ); gl_Position = projectionMatrix * mvPosition; } </script> <script type="x-shader/x-fragment" id="fragmentshader"> uniform vec3 color; uniform sampler2D pointTexture; varying vec3 vColor; void main() { gl_FragColor = vec4( color * vColor, 1.0 ); gl_FragColor = gl_FragColor * texture2D( pointTexture, gl_PointCoord ); } </script> <html> <div id="magic"></div> <div class="playground"> <div class="bottomPosition"> <a href="http://sanprieto.es/" target="_blank"><svg class="logo" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 278.8 278.8"><circle fill="#000205" cx="139.4" cy="139.4" r="139.4"/><g fill="none" stroke="#FFF" stroke-width="6.062" stroke-miterlimit="10"><path d="M214 183.4l-74.6 43.1-75.5-43.6V95.8l75.5-43.5 75.4 43.5v59.8l-11.3 6.5z"/><path d="M139.4 226.5l-18.8-38.2 18.8 10.8 75.4-43.5M63.9 95.8l75.3 43.6 75.6-43.6M139.2 139.4v59.7"/></g> </svg></a> <h1 class="special">RICARDO SANPRIETO <br><span class="minText">Creative developer && digital designer.</span></h1> </div> </div> </html>  Please like and upvote if my comments were helpful to you. Cheers! Zygmunt Spray Squarespace Website Designer Contact me: https://squarefortytwo.com 🔌 Ghost Squarespace Plugins (Referral link) 📈 SEO Space (Referral link) ⬛ SquareWebsites Plugins (Referral link) ✨ Spark Plugin (Referral link) ☕ Did I help? Buy me a coffee? Link to comment
nataniellam Posted October 25, 2022 Author Share Posted October 25, 2022 7 hours ago, Ziggy said: Hope this gives you a start. First you have to import the .js library, then you have the javascript within <script> tags, then CSS in <style> tags and then the HTML at the bottom. There might still be some adjustments that need making as this might change your fonts more globally than you want (CSS referencing body). <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r125/three.min.js"></script> <script> const preload = () => { let manager = new THREE.LoadingManager(); manager.onLoad = function() { const environment = new Environment( typo, particle ); } var typo = null; const loader = new THREE.FontLoader( manager ); const font = loader.load('https://res.cloudinary.com/dydre7amr/raw/upload/v1612950355/font_zsd4dr.json', function ( font ) { typo = font; }); const particle = new THREE.TextureLoader( manager ).load( 'https://res.cloudinary.com/dfvtkoboz/image/upload/v1605013866/particle_a64uzf.png'); } if ( document.readyState === "complete" || (document.readyState !== "loading" && !document.documentElement.doScroll)) preload (); else document.addEventListener("DOMContentLoaded", preload ); class Environment { constructor( font, particle ){ this.font = font; this.particle = particle; this.container = document.querySelector( '#magic' ); this.scene = new THREE.Scene(); this.createCamera(); this.createRenderer(); this.setup() this.bindEvents(); } bindEvents(){ window.addEventListener( 'resize', this.onWindowResize.bind( this )); } setup(){ this.createParticles = new CreateParticles( this.scene, this.font, this.particle, this.camera, this.renderer ); } render() { this.createParticles.render() this.renderer.render( this.scene, this.camera ) } createCamera() { this.camera = new THREE.PerspectiveCamera( 65, this.container.clientWidth / this.container.clientHeight, 1, 10000 ); this.camera.position.set( 0,0, 100 ); } createRenderer() { this.renderer = new THREE.WebGLRenderer(); this.renderer.setSize( this.container.clientWidth, this.container.clientHeight ); this.renderer.setPixelRatio( Math.min( window.devicePixelRatio, 2)); this.renderer.outputEncoding = THREE.sRGBEncoding; this.container.appendChild( this.renderer.domElement ); this.renderer.setAnimationLoop(() => { this.render() }) } onWindowResize(){ this.camera.aspect = this.container.clientWidth / this.container.clientHeight; this.camera.updateProjectionMatrix(); this.renderer.setSize( this.container.clientWidth, this.container.clientHeight ); } } class CreateParticles { constructor( scene, font, particleImg, camera, renderer ) { this.scene = scene; this.font = font; this.particleImg = particleImg; this.camera = camera; this.renderer = renderer; this.raycaster = new THREE.Raycaster(); this.mouse = new THREE.Vector2(-200, 200); this.colorChange = new THREE.Color(); this.buttom = false; this.data = { text: 'FUTURE\nIS NOW', amount: 1500, particleSize: 1, particleColor: 0xffffff, textSize: 16, area: 250, ease: .05, } this.setup(); this.bindEvents(); } setup(){ const geometry = new THREE.PlaneGeometry( this.visibleWidthAtZDepth( 100, this.camera ), this.visibleHeightAtZDepth( 100, this.camera )); const material = new THREE.MeshBasicMaterial( { color: 0x00ff00, transparent: true } ); this.planeArea = new THREE.Mesh( geometry, material ); this.planeArea.visible = false; this.createText(); } bindEvents() { document.addEventListener( 'mousedown', this.onMouseDown.bind( this )); document.addEventListener( 'mousemove', this.onMouseMove.bind( this )); document.addEventListener( 'mouseup', this.onMouseUp.bind( this )); } onMouseDown(){ this.mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1; this.mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1; const vector = new THREE.Vector3( this.mouse.x, this.mouse.y, 0.5); vector.unproject( this.camera ); const dir = vector.sub( this.camera.position ).normalize(); const distance = - this.camera.position.z / dir.z; this.currenPosition = this.camera.position.clone().add( dir.multiplyScalar( distance ) ); const pos = this.particles.geometry.attributes.position; this.buttom = true; this.data.ease = .01; } onMouseUp(){ this.buttom = false; this.data.ease = .05; } onMouseMove( ) { this.mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1; this.mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1; } render( level ){ const time = ((.001 * performance.now())%12)/12; const zigzagTime = (1 + (Math.sin( time * 2 * Math.PI )))/6; this.raycaster.setFromCamera( this.mouse, this.camera ); const intersects = this.raycaster.intersectObject( this.planeArea ); if ( intersects.length > 0 ) { const pos = this.particles.geometry.attributes.position; const copy = this.geometryCopy.attributes.position; const coulors = this.particles.geometry.attributes.customColor; const size = this.particles.geometry.attributes.size; const mx = intersects[ 0 ].point.x; const my = intersects[ 0 ].point.y; const mz = intersects[ 0 ].point.z; for ( var i = 0, l = pos.count; i < l; i++) { const initX = copy.getX(i); const initY = copy.getY(i); const initZ = copy.getZ(i); let px = pos.getX(i); let py = pos.getY(i); let pz = pos.getZ(i); this.colorChange.setHSL( .5, 1 , 1 ) coulors.setXYZ( i, this.colorChange.r, this.colorChange.g, this.colorChange.b ) coulors.needsUpdate = true; size.array[ i ] = this.data.particleSize; size.needsUpdate = true; let dx = mx - px; let dy = my - py; const dz = mz - pz; const mouseDistance = this.distance( mx, my, px, py ) let d = ( dx = mx - px ) * dx + ( dy = my - py ) * dy; const f = - this.data.area/d; if( this.buttom ){ const t = Math.atan2( dy, dx ); px -= f * Math.cos( t ); py -= f * Math.sin( t ); this.colorChange.setHSL( .5 + zigzagTime, 1.0 , .5 ) coulors.setXYZ( i, this.colorChange.r, this.colorChange.g, this.colorChange.b ) coulors.needsUpdate = true; if ((px > (initX + 70)) || ( px < (initX - 70)) || (py > (initY + 70) || ( py < (initY - 70)))){ this.colorChange.setHSL( .15, 1.0 , .5 ) coulors.setXYZ( i, this.colorChange.r, this.colorChange.g, this.colorChange.b ) coulors.needsUpdate = true; } }else{ if( mouseDistance < this.data.area ){ if(i%5==0){ const t = Math.atan2( dy, dx ); px -= .03 * Math.cos( t ); py -= .03 * Math.sin( t ); this.colorChange.setHSL( .15 , 1.0 , .5 ) coulors.setXYZ( i, this.colorChange.r, this.colorChange.g, this.colorChange.b ) coulors.needsUpdate = true; size.array[ i ] = this.data.particleSize /1.2; size.needsUpdate = true; }else{ const t = Math.atan2( dy, dx ); px += f * Math.cos( t ); py += f * Math.sin( t ); pos.setXYZ( i, px, py, pz ); pos.needsUpdate = true; size.array[ i ] = this.data.particleSize * 1.3 ; size.needsUpdate = true; } if ((px > (initX + 10)) || ( px < (initX - 10)) || (py > (initY + 10) || ( py < (initY - 10)))){ this.colorChange.setHSL( .15, 1.0 , .5 ) coulors.setXYZ( i, this.colorChange.r, this.colorChange.g, this.colorChange.b ) coulors.needsUpdate = true; size.array[ i ] = this.data.particleSize /1.8; size.needsUpdate = true; } } } px += ( initX - px ) * this.data.ease; py += ( initY - py ) * this.data.ease; pz += ( initZ - pz ) * this.data.ease; pos.setXYZ( i, px, py, pz ); pos.needsUpdate = true; } } } createText(){ let thePoints = []; let shapes = this.font.generateShapes( this.data.text , this.data.textSize ); let geometry = new THREE.ShapeGeometry( shapes ); geometry.computeBoundingBox(); const xMid = - 0.5 * ( geometry.boundingBox.max.x - geometry.boundingBox.min.x ); const yMid = (geometry.boundingBox.max.y - geometry.boundingBox.min.y)/2.85; geometry.center(); let holeShapes = []; for ( let q = 0; q < shapes.length; q ++ ) { let shape = shapes[ q ]; if ( shape.holes && shape.holes.length > 0 ) { for ( let j = 0; j < shape.holes.length; j ++ ) { let hole = shape.holes[ j ]; holeShapes.push( hole ); } } } shapes.push.apply( shapes, holeShapes ); let colors = []; let sizes = []; for ( let x = 0; x < shapes.length; x ++ ) { let shape = shapes[ x ]; const amountPoints = ( shape.type == 'Path') ? this.data.amount/2 : this.data.amount; let points = shape.getSpacedPoints( amountPoints ) ; points.forEach( ( element, z ) => { const a = new THREE.Vector3( element.x, element.y, 0 ); thePoints.push( a ); colors.push( this.colorChange.r, this.colorChange.g, this.colorChange.b); sizes.push( 1 ) }); } let geoParticles = new THREE.BufferGeometry().setFromPoints( thePoints ); geoParticles.translate( xMid, yMid, 0 ); geoParticles.setAttribute( 'customColor', new THREE.Float32BufferAttribute( colors, 3 ) ); geoParticles.setAttribute( 'size', new THREE.Float32BufferAttribute( sizes, 1) ); const material = new THREE.ShaderMaterial( { uniforms: { color: { value: new THREE.Color( 0xffffff ) }, pointTexture: { value: this.particleImg } }, vertexShader: document.getElementById( 'vertexshader' ).textContent, fragmentShader: document.getElementById( 'fragmentshader' ).textContent, blending: THREE.AdditiveBlending, depthTest: false, transparent: true, } ); this.particles = new THREE.Points( geoParticles, material ); this.scene.add( this.particles ); this.geometryCopy = new THREE.BufferGeometry(); this.geometryCopy.copy( this.particles.geometry ); } visibleHeightAtZDepth ( depth, camera ) { const cameraOffset = camera.position.z; if ( depth < cameraOffset ) depth -= cameraOffset; else depth += cameraOffset; const vFOV = camera.fov * Math.PI / 180; return 2 * Math.tan( vFOV / 2 ) * Math.abs( depth ); } visibleWidthAtZDepth( depth, camera ) { const height = this.visibleHeightAtZDepth( depth, camera ); return height * camera.aspect; } distance (x1, y1, x2, y2){ return Math.sqrt(Math.pow((x1 - x2), 2) + Math.pow((y1 - y2), 2)); } } </script> <style> @import url('https://fonts.googleapis.com/css2?family=Roboto&display=swap'); html, body { margin: 0; height: 100%; overflow: hidden; font-family: 'Roboto' !important; color: white; font-size: 9px; } #magic { position: fixed; width: 100%; height: 100vh; display: block; top: 0; left: 0; z-index: -9999; } .playground{ position: fixed; width: 100%; height: 100vh; display: block; top: 0; left: 0; display: flex; flex-wrap: nowrap; flex-direction: column; justify-content: flex-end; align-items: center; } .bottomPosition{ text-align: center; margin-bottom: 50px; } .minText{ font-size: 14px; } a { color: white; font-size: 12px; text-decoration: none; } .logo { width: 50px; height: 50px; } </style> <script type="x-shader/x-vertex" id="vertexshader"> attribute float size; attribute vec3 customColor; varying vec3 vColor; void main() { vColor = customColor; vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 ); gl_PointSize = size * ( 300.0 / -mvPosition.z ); gl_Position = projectionMatrix * mvPosition; } </script> <script type="x-shader/x-fragment" id="fragmentshader"> uniform vec3 color; uniform sampler2D pointTexture; varying vec3 vColor; void main() { gl_FragColor = vec4( color * vColor, 1.0 ); gl_FragColor = gl_FragColor * texture2D( pointTexture, gl_PointCoord ); } </script> <html> <div id="magic"></div> <div class="playground"> <div class="bottomPosition"> <a href="http://sanprieto.es/" target="_blank"><svg class="logo" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 278.8 278.8"><circle fill="#000205" cx="139.4" cy="139.4" r="139.4"/><g fill="none" stroke="#FFF" stroke-width="6.062" stroke-miterlimit="10"><path d="M214 183.4l-74.6 43.1-75.5-43.6V95.8l75.5-43.5 75.4 43.5v59.8l-11.3 6.5z"/><path d="M139.4 226.5l-18.8-38.2 18.8 10.8 75.4-43.5M63.9 95.8l75.3 43.6 75.6-43.6M139.2 139.4v59.7"/></g> </svg></a> <h1 class="special">RICARDO SANPRIETO <br><span class="minText">Creative developer && digital designer.</span></h1> </div> </div> </html>  Thanks for the help it kinda works but still need more work on the styling lol Link to comment
Ziggy Posted October 25, 2022 Share Posted October 25, 2022 Agreed! But I'm sure you've got it! Please like and upvote if my comments were helpful to you. Cheers! Zygmunt Spray Squarespace Website Designer Contact me: https://squarefortytwo.com 🔌 Ghost Squarespace Plugins (Referral link) 📈 SEO Space (Referral link) ⬛ SquareWebsites Plugins (Referral link) ✨ Spark Plugin (Referral link) ☕ Did I help? Buy me a coffee? Link to comment
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