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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 

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Link to comment
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

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 

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