- https://aiyc.top/Christmas-tree/
Code:
<!DOCTYPE HEML PUBLIC>
<html xmlns="http://www.w3.org/1999/html">
<head>
    <meta charset="utf-8">
    <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>
</head>
<body>
<script src="https://cdn.jsdelivr.net/npm/three@0.115.0/build/three.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/postprocessing/EffectComposer.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/postprocessing/RenderPass.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/postprocessing/ShaderPass.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/shaders/CopyShader.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/shaders/LuminosityHighPassShader.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/postprocessing/UnrealBloomPass.js"></script>
<div id="overlay">
    <ul>
        <li class="title">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">Upload File</label>
        </li>
    </ul>
</div>
</body>
<script>
    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">Please Wait...</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">Please Wait...</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>
</html>










