Blobs Animation snippet — a free Bootstrap 5 utility snippet. Copy the HTML, CSS & JS and paste straight into your Bootstrap 5 project.
Blobs Animation snippet — a free Bootstrap 5 utility snippet. Copy the HTML, CSS & JS and paste straight into your Bootstrap 5 project.
1<canvas></canvas>
2
3<script type="x-shader/x-vertex" id="wrapVertexShader">
4 // Classic Perlin 3D Noise
5 // by Stefan Gustavson
6 //
7 vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}
8 vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;}
9 vec4 fade(vec4 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);}
10
11 float cnoise(vec4 P){
12 vec4 Pi0 = floor(P); // Integer part for indexing
13 vec4 Pi1 = Pi0 + 1.0; // Integer part + 1
14 Pi0 = mod(Pi0, 289.0);
15 Pi1 = mod(Pi1, 289.0);
16 vec4 Pf0 = fract(P); // Fractional part for interpolation
17 vec4 Pf1 = Pf0 - 1.0; // Fractional part - 1.0
18 vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
19 vec4 iy = vec4(Pi0.yy, Pi1.yy);
20 vec4 iz0 = vec4(Pi0.zzzz);
21 vec4 iz1 = vec4(Pi1.zzzz);
22 vec4 iw0 = vec4(Pi0.wwww);
23 vec4 iw1 = vec4(Pi1.wwww);
24
25 vec4 ixy = permute(permute(ix) + iy);
26 vec4 ixy0 = permute(ixy + iz0);
27 vec4 ixy1 = permute(ixy + iz1);
28 vec4 ixy00 = permute(ixy0 + iw0);
29 vec4 ixy01 = permute(ixy0 + iw1);
30 vec4 ixy10 = permute(ixy1 + iw0);
31 vec4 ixy11 = permute(ixy1 + iw1);
32
33 vec4 gx00 = ixy00 / 7.0;
34 vec4 gy00 = floor(gx00) / 7.0;
35 vec4 gz00 = floor(gy00) / 6.0;
36 gx00 = fract(gx00) - 0.5;
37 gy00 = fract(gy00) - 0.5;
38 gz00 = fract(gz00) - 0.5;
39 vec4 gw00 = vec4(0.75) - abs(gx00) - abs(gy00) - abs(gz00);
40 vec4 sw00 = step(gw00, vec4(0.0));
41 gx00 -= sw00 * (step(0.0, gx00) - 0.5);
42 gy00 -= sw00 * (step(0.0, gy00) - 0.5);
43
44 vec4 gx01 = ixy01 / 7.0;
45 vec4 gy01 = floor(gx01) / 7.0;
46 vec4 gz01 = floor(gy01) / 6.0;
47 gx01 = fract(gx01) - 0.5;
48 gy01 = fract(gy01) - 0.5;
49 gz01 = fract(gz01) - 0.5;
50 vec4 gw01 = vec4(0.75) - abs(gx01) - abs(gy01) - abs(gz01);
51 vec4 sw01 = step(gw01, vec4(0.0));
52 gx01 -= sw01 * (step(0.0, gx01) - 0.5);
53 gy01 -= sw01 * (step(0.0, gy01) - 0.5);
54
55 vec4 gx10 = ixy10 / 7.0;
56 vec4 gy10 = floor(gx10) / 7.0;
57 vec4 gz10 = floor(gy10) / 6.0;
58 gx10 = fract(gx10) - 0.5;
59 gy10 = fract(gy10) - 0.5;
60 gz10 = fract(gz10) - 0.5;
61 vec4 gw10 = vec4(0.75) - abs(gx10) - abs(gy10) - abs(gz10);
62 vec4 sw10 = step(gw10, vec4(0.0));
63 gx10 -= sw10 * (step(0.0, gx10) - 0.5);
64 gy10 -= sw10 * (step(0.0, gy10) - 0.5);
65
66 vec4 gx11 = ixy11 / 7.0;
67 vec4 gy11 = floor(gx11) / 7.0;
68 vec4 gz11 = floor(gy11) / 6.0;
69 gx11 = fract(gx11) - 0.5;
70 gy11 = fract(gy11) - 0.5;
71 gz11 = fract(gz11) - 0.5;
72 vec4 gw11 = vec4(0.75) - abs(gx11) - abs(gy11) - abs(gz11);
73 vec4 sw11 = step(gw11, vec4(0.0));
74 gx11 -= sw11 * (step(0.0, gx11) - 0.5);
75 gy11 -= sw11 * (step(0.0, gy11) - 0.5);
76
77 vec4 g0000 = vec4(gx00.x,gy00.x,gz00.x,gw00.x);
78 vec4 g1000 = vec4(gx00.y,gy00.y,gz00.y,gw00.y);
79 vec4 g0100 = vec4(gx00.z,gy00.z,gz00.z,gw00.z);
80 vec4 g1100 = vec4(gx00.w,gy00.w,gz00.w,gw00.w);
81 vec4 g0010 = vec4(gx10.x,gy10.x,gz10.x,gw10.x);
82 vec4 g1010 = vec4(gx10.y,gy10.y,gz10.y,gw10.y);
83 vec4 g0110 = vec4(gx10.z,gy10.z,gz10.z,gw10.z);
84 vec4 g1110 = vec4(gx10.w,gy10.w,gz10.w,gw10.w);
85 vec4 g0001 = vec4(gx01.x,gy01.x,gz01.x,gw01.x);
86 vec4 g1001 = vec4(gx01.y,gy01.y,gz01.y,gw01.y);
87 vec4 g0101 = vec4(gx01.z,gy01.z,gz01.z,gw01.z);
88 vec4 g1101 = vec4(gx01.w,gy01.w,gz01.w,gw01.w);
89 vec4 g0011 = vec4(gx11.x,gy11.x,gz11.x,gw11.x);
90 vec4 g1011 = vec4(gx11.y,gy11.y,gz11.y,gw11.y);
91 vec4 g0111 = vec4(gx11.z,gy11.z,gz11.z,gw11.z);
92 vec4 g1111 = vec4(gx11.w,gy11.w,gz11.w,gw11.w);
93
94 vec4 norm00 = taylorInvSqrt(vec4(dot(g0000, g0000), dot(g0100, g0100), dot(g1000, g1000), dot(g1100, g1100)));
95 g0000 *= norm00.x;
96 g0100 *= norm00.y;
97 g1000 *= norm00.z;
98 g1100 *= norm00.w;
99
100 vec4 norm01 = taylorInvSqrt(vec4(dot(g0001, g0001), dot(g0101, g0101), dot(g1001, g1001), dot(g1101, g1101)));
101 g0001 *= norm01.x;
102 g0101 *= norm01.y;
103 g1001 *= norm01.z;
104 g1101 *= norm01.w;
105
106 vec4 norm10 = taylorInvSqrt(vec4(dot(g0010, g0010), dot(g0110, g0110), dot(g1010, g1010), dot(g1110, g1110)));
107 g0010 *= norm10.x;
108 g0110 *= norm10.y;
109 g1010 *= norm10.z;
110 g1110 *= norm10.w;
111
112 vec4 norm11 = taylorInvSqrt(vec4(dot(g0011, g0011), dot(g0111, g0111), dot(g1011, g1011), dot(g1111, g1111)));
113 g0011 *= norm11.x;
114 g0111 *= norm11.y;
115 g1011 *= norm11.z;
116 g1111 *= norm11.w;
117
118 float n0000 = dot(g0000, Pf0);
119 float n1000 = dot(g1000, vec4(Pf1.x, Pf0.yzw));
120 float n0100 = dot(g0100, vec4(Pf0.x, Pf1.y, Pf0.zw));
121 float n1100 = dot(g1100, vec4(Pf1.xy, Pf0.zw));
122 float n0010 = dot(g0010, vec4(Pf0.xy, Pf1.z, Pf0.w));
123 float n1010 = dot(g1010, vec4(Pf1.x, Pf0.y, Pf1.z, Pf0.w));
124 float n0110 = dot(g0110, vec4(Pf0.x, Pf1.yz, Pf0.w));
125 float n1110 = dot(g1110, vec4(Pf1.xyz, Pf0.w));
126 float n0001 = dot(g0001, vec4(Pf0.xyz, Pf1.w));
127 float n1001 = dot(g1001, vec4(Pf1.x, Pf0.yz, Pf1.w));
128 float n0101 = dot(g0101, vec4(Pf0.x, Pf1.y, Pf0.z, Pf1.w));
129 float n1101 = dot(g1101, vec4(Pf1.xy, Pf0.z, Pf1.w));
130 float n0011 = dot(g0011, vec4(Pf0.xy, Pf1.zw));
131 float n1011 = dot(g1011, vec4(Pf1.x, Pf0.y, Pf1.zw));
132 float n0111 = dot(g0111, vec4(Pf0.x, Pf1.yzw));
133 float n1111 = dot(g1111, Pf1);
134
135 vec4 fade_xyzw = fade(Pf0);
136 vec4 n_0w = mix(vec4(n0000, n1000, n0100, n1100), vec4(n0001, n1001, n0101, n1101), fade_xyzw.w);
137 vec4 n_1w = mix(vec4(n0010, n1010, n0110, n1110), vec4(n0011, n1011, n0111, n1111), fade_xyzw.w);
138 vec4 n_zw = mix(n_0w, n_1w, fade_xyzw.z);
139 vec2 n_yzw = mix(n_zw.xy, n_zw.zw, fade_xyzw.y);
140 float n_xyzw = mix(n_yzw.x, n_yzw.y, fade_xyzw.x);
141 return 2.2 * n_xyzw;
142 }
143
144
145 uniform float time;
146 varying float dist;
147 void main() {
148 vec4 tempPosition = vec4(position*0.09, time);
149 dist = cnoise(tempPosition) * 2.0;
150 vec4 position = vec4(position, 1.0);
151 position.x += dist;
152 position.y += dist;
153 position.z += dist;
154 vec4 mvPosition = modelViewMatrix * position;
155 gl_Position = projectionMatrix * mvPosition;
156 }
157</script>
158<script type="x-shader/x-fragment" id="wrapFragmentShader">
159// From Matt DesLauriers
160float hue2rgb(float f1, float f2, float hue) {
161 if (hue < 0.0)
162 hue += 1.0;
163 else if (hue > 1.0)
164 hue -= 1.0;
165 float res;
166 if ((6.0 * hue) < 1.0)
167 res = f1 + (f2 - f1) * 6.0 * hue;
168 else if ((2.0 * hue) < 1.0)
169 res = f2;
170 else if ((3.0 * hue) < 2.0)
171 res = f1 + (f2 - f1) * ((2.0 / 3.0) - hue) * 6.0;
172 else
173 res = f1;
174 return res;
175}
176vec3 hsl2rgb(vec3 hsl) {
177 vec3 rgb;
178
179 if (hsl.y == 0.0) {
180 rgb = vec3(hsl.z); // Luminance
181 } else {
182 float f2;
183
184 if (hsl.z < 0.5)
185 f2 = hsl.z * (1.0 + hsl.y);
186 else
187 f2 = hsl.z + hsl.y - hsl.y * hsl.z;
188
189 float f1 = 2.0 * hsl.z - f2;
190
191 rgb.r = hue2rgb(f1, f2, hsl.x + (1.0/3.0));
192 rgb.g = hue2rgb(f1, f2, hsl.x);
193 rgb.b = hue2rgb(f1, f2, hsl.x - (1.0/3.0));
194 }
195 return rgb;
196}
197varying float dist;
198uniform vec2 rainbow;
199void main(){
200 vec3 color1 = hsl2rgb( vec3((dist*0.5)*rainbow.x + rainbow.y, 0.6, 0.6) );
201 vec4 color = vec4(color1, 1.0);
202 gl_FragColor = color;
203 }
204</script>
205<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/84/three.min.js"></script>
206<script src="https://s3-us-west-2.amazonaws.com/s.cdpn.io/127738/OrbitControls.js"></script>
207<script src="https://s3-us-west-2.amazonaws.com/s.cdpn.io/127738/perlin.js"></script>
208<script src="https://cdnjs.cloudflare.com/ajax/libs/gsap/1.19.1/TweenMax.min.js"></script>
209
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