three.js example

Original code from this post, by prisoner849, as featured in this collection.

<div id="three_container"></div>

<script type="module">
   import * as THREE from "/scripts/threejs/three.js"
   import { OrbitControls } from "/scripts/threejs/OrbitControls.js"

   const noise = `//	Simplex 4D Noise 
   //	by Ian McEwan, Ashima Arts
   //
   vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}
   float permute(float x){return floor(mod(((x*34.0)+1.0)*x, 289.0));}
   vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;}
   float taylorInvSqrt(float r){return 1.79284291400159 - 0.85373472095314 * r;}

   vec4 grad4(float j, vec4 ip){
   const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);
   vec4 p,s;

   p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0;
   p.w = 1.5 - dot(abs(p.xyz), ones.xyz);
   s = vec4(lessThan(p, vec4(0.0)));
   p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www; 

   return p;
   }

   float snoise(vec4 v){
   const vec2  C = vec2( 0.138196601125010504,  // (5 - sqrt(5))/20  G4
                           0.309016994374947451); // (sqrt(5) - 1)/4   F4
   // First corner
   vec4 i  = floor(v + dot(v, C.yyyy) );
   vec4 x0 = v -   i + dot(i, C.xxxx);

   // Other corners

   // Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)
   vec4 i0;

   vec3 isX = step( x0.yzw, x0.xxx );
   vec3 isYZ = step( x0.zww, x0.yyz );
   //  i0.x = dot( isX, vec3( 1.0 ) );
   i0.x = isX.x + isX.y + isX.z;
   i0.yzw = 1.0 - isX;

   //  i0.y += dot( isYZ.xy, vec2( 1.0 ) );
   i0.y += isYZ.x + isYZ.y;
   i0.zw += 1.0 - isYZ.xy;

   i0.z += isYZ.z;
   i0.w += 1.0 - isYZ.z;

   // i0 now contains the unique values 0,1,2,3 in each channel
   vec4 i3 = clamp( i0, 0.0, 1.0 );
   vec4 i2 = clamp( i0-1.0, 0.0, 1.0 );
   vec4 i1 = clamp( i0-2.0, 0.0, 1.0 );

   //  x0 = x0 - 0.0 + 0.0 * C 
   vec4 x1 = x0 - i1 + 1.0 * C.xxxx;
   vec4 x2 = x0 - i2 + 2.0 * C.xxxx;
   vec4 x3 = x0 - i3 + 3.0 * C.xxxx;
   vec4 x4 = x0 - 1.0 + 4.0 * C.xxxx;

   // Permutations
   i = mod(i, 289.0); 
   float j0 = permute( permute( permute( permute(i.w) + i.z) + i.y) + i.x);
   vec4 j1 = permute( permute( permute( permute (
               i.w + vec4(i1.w, i2.w, i3.w, 1.0 ))
            + i.z + vec4(i1.z, i2.z, i3.z, 1.0 ))
            + i.y + vec4(i1.y, i2.y, i3.y, 1.0 ))
            + i.x + vec4(i1.x, i2.x, i3.x, 1.0 ));
   // Gradients
   // ( 7*7*6 points uniformly over a cube, mapped onto a 4-octahedron.)
   // 7*7*6 = 294, which is close to the ring size 17*17 = 289.

   vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ;

   vec4 p0 = grad4(j0,   ip);
   vec4 p1 = grad4(j1.x, ip);
   vec4 p2 = grad4(j1.y, ip);
   vec4 p3 = grad4(j1.z, ip);
   vec4 p4 = grad4(j1.w, ip);

   // Normalise gradients
   vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
   p0 *= norm.x;
   p1 *= norm.y;
   p2 *= norm.z;
   p3 *= norm.w;
   p4 *= taylorInvSqrt(dot(p4,p4));

   // Mix contributions from the five corners
   vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0);
   vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4)            ), 0.0);
   m0 = m0 * m0;
   m1 = m1 * m1;
   return 49.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 )))
                  + dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ;

   }`;

   class Particles extends THREE.Points {
      constructor(gu) {
         let particlePos = []; //vec4 (speed, shift radius, phase, reserved);
         let particleAlpha = []; //vec4 (phase, speed, reserved, reserved)
         let g = new THREE.BufferGeometry().setFromPoints(
            new Array(1000).fill().map((_) => {
            
            particlePos.push(Math.random() * 0.2 + 0.2, Math.random() + 1, Math.random(), 0);
            particleAlpha.push(Math.random(), Math.random() * 0.4 + 0.1, 0, 0);
            
            let r = 5;
            return new THREE.Vector3().setFromCylindricalCoords(
               Math.sqrt(r * r * Math.random()),
               Math.random() * Math.PI * 2,
               Math.random() * 10
            );
            })
         ).setAttribute("particlePos", new THREE.Float32BufferAttribute(particlePos, 4))
         .setAttribute("particleAlpha", new THREE.Float32BufferAttribute(particleAlpha, 4));
         
         let m = new THREE.PointsMaterial({
            size: 0.5,
            color: "turquoise",
            transparent: true,
            depthTest: false,
            onBeforeCompile: (shader) => {
            shader.uniforms.time = gu.time;
            shader.uniforms.heightLimMin = { value: 0 };
            shader.uniforms.heightLimMax = { value: 10 };
            shader.vertexShader = `
               uniform float time;
               uniform float heightLimMin;
               uniform float heightLimMax;
               attribute vec4 particlePos;
               attribute vec4 particleAlpha;
               varying float vParticleAlpha;
               mat2 rot(float a){float c = cos(a); float s = sin(a); return mat2(c, s, -s, c);}
               ${noise}
               ${shader.vertexShader}
            `.replace(
               `#include <begin_vertex>`,
               `#include <begin_vertex>
                  float t = time;
               
                  vParticleAlpha = sin(mod((particleAlpha.x + t * particleAlpha.y) * PI2, PI2)) * 0.5 + 0.5;
                              
                  float hGap = heightLimMax - heightLimMin;
                  float halfGap = hGap * 0.5;
                  
                  float verticalSpeed = particlePos.x;
                  float verticalShift = mod((position.y - heightLimMin) + verticalSpeed * t, hGap);
                  transformed.y = heightLimMin + verticalShift; // make it looped on Y-axis
                  float verticalFade = smoothstep(halfGap, halfGap - 1., abs(verticalShift - halfGap)); // for both top and bottom
                  vParticleAlpha *= verticalFade;
                  
                  // particle shift
                  float n = snoise(vec4(position, t * 0.05));
                  float radius = particlePos.y;
                  float phase = particlePos.z;
                  
                  float angle = (phase + n) * PI ;
                  vec2 shiftVec = rot(angle) * vec2(radius, 0.);
                  
                  transformed.xz += shiftVec; // make it shifting
                  
               `
            ).replace(
               `gl_PointSize = size;`,
               `gl_PointSize = size * vParticleAlpha;`
            );
            //console.log(shader.vertexShader);
            shader.fragmentShader = `
               varying float vParticleAlpha;
               ${shader.fragmentShader}
            `.replace(
               `#include <color_fragment>`,
               `#include <color_fragment>
               vec2 uv = gl_PointCoord.xy - 0.5;
               float d = sqrt(dot(uv, uv));
               if(d > 0.5) discard;
               float f = smoothstep(0.5, 0., d);
               f *= f * f * f * f;
               f = f * 0.95 + 0.05;
               diffuseColor.a = vParticleAlpha * f;
               `
            );
            //console.log(shader.fragmentShader);
            }
         });
         super(g, m);
      }
   }

   const div = document.getElementById (`three_container`)
   div.width = div.parentNode.scrollWidth
   div.height = div.width * 9 / 16

   let scene = new THREE.Scene()
   scene.background = new THREE.Color ("hotpink")
   let camera = new THREE.PerspectiveCamera (60, 16 / 9, 1, 1000)
   camera.position.set (0, 5, 10)
   let renderer = new THREE.WebGLRenderer ({ antialias: true })
   renderer.setSize (div.width, div.height)
   div.appendChild (renderer.domElement)

   let controls = new OrbitControls (camera, renderer.domElement)
   controls.enableDamping = true
   controls.target.set (0, 5, 0)

   let gu = {
      time: { value: 0 }
   }

   let grid = new THREE.GridHelper ()
   scene.add (grid)

   let particles = new Particles (gu)
   scene.add (particles)

   renderer.setAnimationLoop(t => {
      gu.time.value = t / 1000
      controls.update ()
      renderer.render (scene, camera)
   });
</script>