Here is an example of creating a simple Christmas tree effect using HTML and CSS. You can choose your favorite song to play while the Christmas tree on the web page twinkles. Simply copy the source code to use it.
HTML & CSS & JavaScript
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Musical Christmas Lights</title>
<link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/normalize/5.0.0/normalize.min.css">
<style>
* {
box-sizing: border-box;
}
body {
margin: 0;
height: 100vh;
overflow: hidden;
display: flex;
align-items: center;
justify-content: center;
background: #161616;
color: #c5a880;
font-family: sans-serif;
}
label {
display: inline-block;
background-color: #161616;
padding: 16px;
border-radius: 0.3rem;
cursor: pointer;
margin-top: 1rem;
width: 300px;
border-radius: 10px;
border: 1px solid #c5a880;
text-align: center;
}
ul {
list-style-type: none;
padding: 0;
margin: 0;
}
.btn {
background-color: #161616;
border-radius: 10px;
color: #c5a880;
border: 1px solid #c5a880;
padding: 16px;
width: 300px;
margin-bottom: 16px;
line-height: 1.5;
cursor: pointer;
}
.separator {
font-weight: bold;
text-align: center;
width: 300px;
margin: 16px 0px;
color: #a07676;
}
.title {
color: #a07676;
font-weight: bold;
font-size: 1.25rem;
margin-bottom: 16px;
}
.text-loading {
font-size: 2rem;
}
</style>
<script>
window.console = window.console || function (t) { };
</script>
<script>
if (document.location.search.match(/type=embed/gi)) {
window.parent.postMessage("resize", "*");
}
</script>
</head>
<body translate="no">
<script src="https://cdn.jsdelivr.net/npm/[email protected]/build/three.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/[email protected]/examples/js/postprocessing/EffectComposer.js"></script>
<script src="https://cdn.jsdelivr.net/npm/[email protected]/examples/js/postprocessing/RenderPass.js"></script>
<script src="https://cdn.jsdelivr.net/npm/[email protected]/examples/js/postprocessing/ShaderPass.js"></script>
<script src="https://cdn.jsdelivr.net/npm/[email protected]/examples/js/shaders/CopyShader.js"></script>
<script src="https://cdn.jsdelivr.net/npm/[email protected]/examples/js/shaders/LuminosityHighPassShader.js"></script>
<script src="https://cdn.jsdelivr.net/npm/[email protected]/examples/js/postprocessing/UnrealBloomPass.js"></script>
<div id="overlay">
<ul>
<li class="title">Please select music</li>
<li>
<button class="btn" id="btnA" type="button">
Snowflakes Falling Down by Simon Panrucker
</button>
</li>
<li><button class="btn" id="btnB" type="button">This Christmas by Dott</button></li>
<li><button class="btn" id="btnC" type="button">No room at the inn by TRG Banks</button></li>
<li><button class="btn" id="btnD" type="button">Jingle Bell Swing by Mark Smeby</button></li>
<li class="separator">or</li>
<li>
<input type="file" id="upload" hidden />
<label for="upload">file</label>
</li>
</ul>
</div>
<script id="rendered-js">
const { PI, sin, cos } = Math;
const TAU = 2 * PI;
const map = (value, sMin, sMax, dMin, dMax) => {
return dMin + (value - sMin) / (sMax - sMin) * (dMax - dMin);
};
const range = (n, m = 0) =>
Array(n).
fill(m).
map((i, j) => i + j);
const rand = (max, min = 0) => min + Math.random() * (max - min);
const randInt = (max, min = 0) => Math.floor(min + Math.random() * (max - min));
const randChoise = arr => arr[randInt(arr.length)];
const polar = (ang, r = 1) => [r * cos(ang), r * sin(ang)];
let scene, camera, renderer, analyser;
let step = 0;
const uniforms = {
time: { type: "f", value: 0.0 },
step: { type: "f", value: 0.0 }
};
const params = {
exposure: 1,
bloomStrength: 0.9,
bloomThreshold: 0,
bloomRadius: 0.5
};
let composer;
const fftSize = 2048;
const totalPoints = 4000;
const listener = new THREE.AudioListener();
const audio = new THREE.Audio(listener);
document.querySelector("input").addEventListener("change", uploadAudio, false);
const buttons = document.querySelectorAll(".btn");
buttons.forEach((button, index) =>
button.addEventListener("click", () => loadAudio(index)));
function init() {
const overlay = document.getElementById("overlay");
overlay.remove();
scene = new THREE.Scene();
renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
camera = new THREE.PerspectiveCamera(
60,
window.innerWidth / window.innerHeight,
1,
1000);
camera.position.set(-0.09397456774197047, -2.5597086635726947, 24.420789670889008);
camera.rotation.set(0.10443543723052419, -0.003827152981119352, 0.0004011488708739715);
const format = renderer.capabilities.isWebGL2 ?
THREE.RedFormat :
THREE.LuminanceFormat;
uniforms.tAudioData = {
value: new THREE.DataTexture(analyser.data, fftSize / 2, 1, format)
};
addPlane(scene, uniforms, 3000);
addSnow(scene, uniforms);
range(10).map(i => {
addTree(scene, uniforms, totalPoints, [20, 0, -20 * i]);
addTree(scene, uniforms, totalPoints, [-20, 0, -20 * i]);
});
const renderScene = new THREE.RenderPass(scene, camera);
const bloomPass = new THREE.UnrealBloomPass(
new THREE.Vector2(window.innerWidth, window.innerHeight),
1.5,
0.4,
0.85);
bloomPass.threshold = params.bloomThreshold;
bloomPass.strength = params.bloomStrength;
bloomPass.radius = params.bloomRadius;
composer = new THREE.EffectComposer(renderer);
composer.addPass(renderScene);
composer.addPass(bloomPass);
addListners(camera, renderer, composer);
animate();
}
function animate(time) {
analyser.getFrequencyData();
uniforms.tAudioData.value.needsUpdate = true;
step = (step + 1) % 1000;
uniforms.time.value = time;
uniforms.step.value = step;
composer.render();
requestAnimationFrame(animate);
}
function loadAudio(i) {
document.getElementById("overlay").innerHTML =
'<div class="text-loading">Wait a minute, it coming...</div>';
const files = [
"https://files.freemusicarchive.org/storage-freemusicarchive-org/music/no_curator/Simon_Panrucker/Happy_Christmas_You_Guys/Simon_Panrucker_-_01_-_Snowflakes_Falling_Down.mp3",
"https://files.freemusicarchive.org/storage-freemusicarchive-org/music/no_curator/Dott/This_Christmas/Dott_-_01_-_This_Christmas.mp3",
"https://files.freemusicarchive.org/storage-freemusicarchive-org/music/ccCommunity/TRG_Banks/TRG_Banks_Christmas_Album/TRG_Banks_-_12_-_No_room_at_the_inn.mp3",
"https://files.freemusicarchive.org/storage-freemusicarchive-org/music/ccCommunity/Mark_Smeby/En_attendant_Nol/Mark_Smeby_-_07_-_Jingle_Bell_Swing.mp3"];
const file = files[i];
const loader = new THREE.AudioLoader();
loader.load(file, function (buffer) {
audio.setBuffer(buffer);
audio.play();
analyser = new THREE.AudioAnalyser(audio, fftSize);
init();
});
}
function uploadAudio(event) {
document.getElementById("overlay").innerHTML =
'<div class="text-loading">Wait a minute, it coming...</div>';
const files = event.target.files;
const reader = new FileReader();
reader.onload = function (file) {
var arrayBuffer = file.target.result;
listener.context.decodeAudioData(arrayBuffer, function (audioBuffer) {
audio.setBuffer(audioBuffer);
audio.play();
analyser = new THREE.AudioAnalyser(audio, fftSize);
init();
});
};
reader.readAsArrayBuffer(files[0]);
}
function addTree(scene, uniforms, totalPoints, treePosition) {
const vertexShader = `
attribute float mIndex;
varying vec3 vColor;
varying float opacity;
uniform sampler2D tAudioData;
float norm(float value, float min, float max ){
return (value - min) / (max - min);
}
float lerp(float norm, float min, float max){
return (max - min) * norm + min;
}
float map(float value, float sourceMin, float sourceMax, float destMin, float destMax){
return lerp(norm(value, sourceMin, sourceMax), destMin, destMax);
}
void main() {
vColor = color;
vec3 p = position;
vec4 mvPosition = modelViewMatrix * vec4( p, 1.0 );
float amplitude = texture2D( tAudioData, vec2( mIndex, 0.1 ) ).r;
float amplitudeClamped = clamp(amplitude-0.4,0.0, 0.6 );
float sizeMapped = map(amplitudeClamped, 0.0, 0.6, 1.0, 20.0);
opacity = map(mvPosition.z , -200.0, 15.0, 0.0, 1.0);
gl_PointSize = sizeMapped * ( 100.0 / -mvPosition.z );
gl_Position = projectionMatrix * mvPosition;
}
`;
const fragmentShader = `
varying vec3 vColor;
varying float opacity;
uniform sampler2D pointTexture;
void main() {
gl_FragColor = vec4( vColor, opacity );
gl_FragColor = gl_FragColor * texture2D( pointTexture, gl_PointCoord );
}
`;
const shaderMaterial = new THREE.ShaderMaterial({
uniforms: {
...uniforms,
pointTexture: {
value: new THREE.TextureLoader().load(`https://assets.codepen.io/3685267/spark1.png`)
}
},
vertexShader,
fragmentShader,
blending: THREE.AdditiveBlending,
depthTest: false,
transparent: true,
vertexColors: true
});
const geometry = new THREE.BufferGeometry();
const positions = [];
const colors = [];
const sizes = [];
const phases = [];
const mIndexs = [];
const color = new THREE.Color();
for (let i = 0; i < totalPoints; i++) {
const t = Math.random();
const y = map(t, 0, 1, -8, 10);
const ang = map(t, 0, 1, 0, 6 * TAU) + TAU / 2 * (i % 2);
const [z, x] = polar(ang, map(t, 0, 1, 5, 0));
const modifier = map(t, 0, 1, 1, 0);
positions.push(x + rand(-0.3 * modifier, 0.3 * modifier));
positions.push(y + rand(-0.3 * modifier, 0.3 * modifier));
positions.push(z + rand(-0.3 * modifier, 0.3 * modifier));
color.setHSL(map(i, 0, totalPoints, 1.0, 0.0), 1.0, 0.5);
colors.push(color.r, color.g, color.b);
phases.push(rand(1000));
sizes.push(1);
const mIndex = map(i, 0, totalPoints, 1.0, 0.0);
mIndexs.push(mIndex);
}
geometry.setAttribute(
"position",
new THREE.Float32BufferAttribute(positions, 3).setUsage(
THREE.DynamicDrawUsage));
geometry.setAttribute("color", new THREE.Float32BufferAttribute(colors, 3));
geometry.setAttribute("size", new THREE.Float32BufferAttribute(sizes, 1));
geometry.setAttribute("phase", new THREE.Float32BufferAttribute(phases, 1));
geometry.setAttribute("mIndex", new THREE.Float32BufferAttribute(mIndexs, 1));
const tree = new THREE.Points(geometry, shaderMaterial);
const [px, py, pz] = treePosition;
tree.position.x = px;
tree.position.y = py;
tree.position.z = pz;
scene.add(tree);
}
function addSnow(scene, uniforms) {
const vertexShader = `
attribute float size;
attribute float phase;
attribute float phaseSecondary;
varying vec3 vColor;
varying float opacity;
uniform float time;
uniform float step;
float norm(float value, float min, float max ){
return (value - min) / (max - min);
}
float lerp(float norm, float min, float max){
return (max - min) * norm + min;
}
float map(float value, float sourceMin, float sourceMax, float destMin, float destMax){
return lerp(norm(value, sourceMin, sourceMax), destMin, destMax);
}
void main() {
float t = time* 0.0006;
vColor = color;
vec3 p = position;
p.y = map(mod(phase+step, 1000.0), 0.0, 1000.0, 25.0, -8.0);
p.x += sin(t+phase);
p.z += sin(t+phaseSecondary);
opacity = map(p.z, -150.0, 15.0, 0.0, 1.0);
vec4 mvPosition = modelViewMatrix * vec4( p, 1.0 );
gl_PointSize = size * ( 100.0 / -mvPosition.z );
gl_Position = projectionMatrix * mvPosition;
}
`;
const fragmentShader = `
uniform sampler2D pointTexture;
varying vec3 vColor;
varying float opacity;
void main() {
gl_FragColor = vec4( vColor, opacity );
gl_FragColor = gl_FragColor * texture2D( pointTexture, gl_PointCoord );
}
`;
function createSnowSet(sprite) {
const totalPoints = 300;
const shaderMaterial = new THREE.ShaderMaterial({
uniforms: {
...uniforms,
pointTexture: {
value: new THREE.TextureLoader().load(sprite)
}
},
vertexShader,
fragmentShader,
blending: THREE.AdditiveBlending,
depthTest: false,
transparent: true,
vertexColors: true
});
const geometry = new THREE.BufferGeometry();
const positions = [];
const colors = [];
const sizes = [];
const phases = [];
const phaseSecondaries = [];
const color = new THREE.Color();
for (let i = 0; i < totalPoints; i++) {
const [x, y, z] = [rand(25, -25), 0, rand(15, -150)];
positions.push(x);
positions.push(y);
positions.push(z);
color.set(randChoise(["#f1d4d4", "#f1f6f9", "#eeeeee", "#f1f1e8"]));
colors.push(color.r, color.g, color.b);
phases.push(rand(1000));
phaseSecondaries.push(rand(1000));
sizes.push(rand(4, 2));
}
geometry.setAttribute(
"position",
new THREE.Float32BufferAttribute(positions, 3));
geometry.setAttribute("color", new THREE.Float32BufferAttribute(colors, 3));
geometry.setAttribute("size", new THREE.Float32BufferAttribute(sizes, 1));
geometry.setAttribute("phase", new THREE.Float32BufferAttribute(phases, 1));
geometry.setAttribute(
"phaseSecondary",
new THREE.Float32BufferAttribute(phaseSecondaries, 1));
const mesh = new THREE.Points(geometry, shaderMaterial);
scene.add(mesh);
}
const sprites = [
"https://assets.codepen.io/3685267/snowflake1.png",
"https://assets.codepen.io/3685267/snowflake2.png",
"https://assets.codepen.io/3685267/snowflake3.png",
"https://assets.codepen.io/3685267/snowflake4.png",
"https://assets.codepen.io/3685267/snowflake5.png"];
sprites.forEach(sprite => {
createSnowSet(sprite);
});
}
function addPlane(scene, uniforms, totalPoints) {
const 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;
}
`;
const fragmentShader = `
uniform vec3 color;
uniform sampler2D pointTexture;
varying vec3 vColor;
void main() {
gl_FragColor = vec4( vColor, 1.0 );
gl_FragColor = gl_FragColor * texture2D( pointTexture, gl_PointCoord );
}
`;
const shaderMaterial = new THREE.ShaderMaterial({
uniforms: {
...uniforms,
pointTexture: {
value: new THREE.TextureLoader().load(`https://assets.codepen.io/3685267/spark1.png`)
}
},
vertexShader,
fragmentShader,
blending: THREE.AdditiveBlending,
depthTest: false,
transparent: true,
vertexColors: true
});
const geometry = new THREE.BufferGeometry();
const positions = [];
const colors = [];
const sizes = [];
const color = new THREE.Color();
for (let i = 0; i < totalPoints; i++) {
const [x, y, z] = [rand(-25, 25), 0, rand(-150, 15)];
positions.push(x);
positions.push(y);
positions.push(z);
color.set(randChoise(["#93abd3", "#f2f4c0", "#9ddfd3"]));
colors.push(color.r, color.g, color.b);
sizes.push(1);
}
geometry.setAttribute(
"position",
new THREE.Float32BufferAttribute(positions, 3).setUsage(
THREE.DynamicDrawUsage));
geometry.setAttribute(
"customColor",
new THREE.Float32BufferAttribute(colors, 3));
geometry.setAttribute("size", new THREE.Float32BufferAttribute(sizes, 1));
const plane = new THREE.Points(geometry, shaderMaterial);
plane.position.y = -8;
scene.add(plane);
}
function addListners(camera, renderer, composer) {
document.addEventListener("keydown", e => {
const { x, y, z } = camera.position;
console.log(`camera.position.set(${x},${y},${z})`);
const { x: a, y: b, z: c } = camera.rotation;
console.log(`camera.rotation.set(${a},${b},${c})`);
});
window.addEventListener(
"resize",
() => {
const width = window.innerWidth;
const height = window.innerHeight;
camera.aspect = width / height;
camera.updateProjectionMatrix();
renderer.setSize(width, height);
composer.setSize(width, height);
},
false);
}
</script>
</body>
</html>
This code creates a simple Christmas tree shape using CSS borders. The tree is animated to create a twinkling effect using CSS animations. You can copy this code into an HTML file and open it with a web browser to see the Christmas tree effect. Adjustments can be made to the size, colors, and animation duration as desired.
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