1. Нужно создать zero block и добавить в него шейп с position: window, шириной и высотой 100%.
2. В блок T123 добавляем код. В второй строке кода нужно указать class шейпа, в который нужно вставить эффект.
3. Цвет меняется в строке 388 - var materialColor = 0x161a1e;
Эффект Water
Код
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<script src="https://tildarium.ru/js/liquid/three.min.js"></script>
<script src="https://tildarium.ru/js/liquid/Detector.js"></script>
<script src="https://tildarium.ru/js/liquid/OrbitControls.js"></script>
<script src="https://tildarium.ru/js/liquid/SimplexNoise.js"></script>
<script src="https://tildarium.ru/js/liquid/GPUComputationRenderer.js"></script>
<script>
  window.elem = $(".tn-elem__1040649251557630020615");
</script>
 <script id="heightmapFragmentShader" type="x-shader/x-fragment">

        #include <common>

        uniform vec2 mousePos;
        uniform float mouseSize;
        uniform float viscosityConstant;

        #define deltaTime ( 1.0 / 60.0 )
        #define GRAVITY_CONSTANT ( resolution.x * deltaTime * 3.0 )

        void main() {

          vec2 cellSize = 1.0 / resolution.xy;

          vec2 uv = gl_FragCoord.xy * cellSize;

          // heightmapValue.x == height
          // heightmapValue.y == velocity
          // heightmapValue.z, heightmapValue.w not used
          vec4 heightmapValue = texture2D( heightmap, uv );

          // Get neighbours
          vec4 north = texture2D( heightmap, uv + vec2( 0.0, cellSize.y ) );
          vec4 south = texture2D( heightmap, uv + vec2( 0.0, - cellSize.y ) );
          vec4 east = texture2D( heightmap, uv + vec2( cellSize.x, 0.0 ) );
          vec4 west = texture2D( heightmap, uv + vec2( - cellSize.x, 0.0 ) );

          float sump = north.x + south.x + east.x + west.x - 4.0 * heightmapValue.x;

          float accel = sump * GRAVITY_CONSTANT;

          // Dynamics
          heightmapValue.y += accel;
          heightmapValue.x += heightmapValue.y * deltaTime;

          // Viscosity
          heightmapValue.x += sump * viscosityConstant;

          // Mouse influence
          float mousePhase = clamp( length( ( uv - vec2( 0.5 ) ) * BOUNDS - vec2( mousePos.x, - mousePos.y ) ) * PI / mouseSize, 0.0, PI );
          heightmapValue.x += cos( mousePhase ) + 1.0;

          gl_FragColor = heightmapValue;

        }
      </script>
 
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<script id="smoothFragmentShader" type="x-shader/x-fragment">
        uniform sampler2D texture;

        void main() {

          vec2 cellSize = 1.0 / resolution.xy;

          vec2 uv = gl_FragCoord.xy * cellSize;

          // Computes the mean of texel and 4 neighbours
          vec4 textureValue = texture2D( texture, uv );
          textureValue += texture2D( texture, uv + vec2( 0.0, cellSize.y ) );
          textureValue += texture2D( texture, uv + vec2( 0.0, - cellSize.y ) );
          textureValue += texture2D( texture, uv + vec2( cellSize.x, 0.0 ) );
          textureValue += texture2D( texture, uv + vec2( - cellSize.x, 0.0 ) );

          textureValue /= 5.0;

          gl_FragColor = textureValue;

        }
      </script>
      <script id="waterVertexShader" type="x-shader/x-vertex">
        uniform sampler2D heightmap;

        #define PHONG

        varying vec3 vViewPosition;

        #ifndef FLAT_SHADED

          varying vec3 vNormal;

        #endif

        #include <common>
        #include <uv_pars_vertex>
        #include <uv2_pars_vertex>
        #include <displacementmap_pars_vertex>
        #include <envmap_pars_vertex>
        #include <color_pars_vertex>
        #include <morphtarget_pars_vertex>
        #include <skinning_pars_vertex>
        #include <shadowmap_pars_vertex>
        #include <logdepthbuf_pars_vertex>
        #include <clipping_planes_pars_vertex>

        void main() {

          vec2 cellSize = vec2( 1.0 / WIDTH, 1.0 / WIDTH );

          #include <uv_vertex>
          #include <uv2_vertex>
          #include <color_vertex>

          // # include <beginnormal_vertex>
          // Compute normal from heightmap
          vec3 objectNormal = vec3(
            ( texture2D( heightmap, uv + vec2( - cellSize.x, 0 ) ).x - texture2D( heightmap, uv + vec2( cellSize.x, 0 ) ).x ) * WIDTH / BOUNDS,
            ( texture2D( heightmap, uv + vec2( 0, - cellSize.y ) ).x - texture2D( heightmap, uv + vec2( 0, cellSize.y ) ).x ) * WIDTH / BOUNDS,
            1.0 );
          //<beginnormal_vertex>

          #include <morphnormal_vertex>
          #include <skinbase_vertex>
          #include <skinnormal_vertex>
          #include <defaultnormal_vertex>

        #ifndef FLAT_SHADED // Normal computed with derivatives when FLAT_SHADED

          vNormal = normalize( transformedNormal );

        #endif

          //# include <begin_vertex>
          float heightValue = texture2D( heightmap, uv ).x;
          vec3 transformed = vec3( position.x, position.y, heightValue );
          //<begin_vertex>

          #include <displacementmap_vertex>
          #include <morphtarget_vertex>
          #include <skinning_vertex>
          #include <project_vertex>
          #include <logdepthbuf_vertex>
          #include <clipping_planes_vertex>

          vViewPosition = - mvPosition.xyz;

          #include <worldpos_vertex>
          #include <envmap_vertex>
          #include <shadowmap_vertex>

        }
      </script>
 
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      <script id="waterVertexShader" type="x-shader/x-vertex">
        uniform sampler2D heightmap;

        #define PHONG

        varying vec3 vViewPosition;

        #ifndef FLAT_SHADED

          varying vec3 vNormal;

        #endif

        #include <common>
        #include <uv_pars_vertex>
        #include <uv2_pars_vertex>
        #include <displacementmap_pars_vertex>
        #include <envmap_pars_vertex>
        #include <color_pars_vertex>
        #include <morphtarget_pars_vertex>
        #include <skinning_pars_vertex>
        #include <shadowmap_pars_vertex>
        #include <logdepthbuf_pars_vertex>
        #include <clipping_planes_pars_vertex>

        void main() {

          vec2 cellSize = vec2( 1.0 / WIDTH, 1.0 / WIDTH );

          #include <uv_vertex>
          #include <uv2_vertex>
          #include <color_vertex>

          // # include <beginnormal_vertex>
          // Compute normal from heightmap
          vec3 objectNormal = vec3(
            ( texture2D( heightmap, uv + vec2( - cellSize.x, 0 ) ).x - texture2D( heightmap, uv + vec2( cellSize.x, 0 ) ).x ) * WIDTH / BOUNDS,
            ( texture2D( heightmap, uv + vec2( 0, - cellSize.y ) ).x - texture2D( heightmap, uv + vec2( 0, cellSize.y ) ).x ) * WIDTH / BOUNDS,
            1.0 );
          //<beginnormal_vertex>

          #include <morphnormal_vertex>
          #include <skinbase_vertex>
          #include <skinnormal_vertex>
          #include <defaultnormal_vertex>

        #ifndef FLAT_SHADED // Normal computed with derivatives when FLAT_SHADED

          vNormal = normalize( transformedNormal );

        #endif

          //# include <begin_vertex>
          float heightValue = texture2D( heightmap, uv ).x;
          vec3 transformed = vec3( position.x, position.y, heightValue );
          //<begin_vertex>

          #include <displacementmap_vertex>
          #include <morphtarget_vertex>
          #include <skinning_vertex>
          #include <project_vertex>
          #include <logdepthbuf_vertex>
          #include <clipping_planes_vertex>

          vViewPosition = - mvPosition.xyz;

          #include <worldpos_vertex>
          #include <envmap_vertex>
          #include <shadowmap_vertex>

        }
      </script>
      <script>

        if ( ! Detector.webgl ) Detector.addGetWebGLMessage();

        var hash = document.location.hash.substr( 1 );
        if ( hash ) hash = parseInt( hash, 0 );

        // Texture width for simulation
        var WIDTH = hash || 128;
        var NUM_TEXELS = WIDTH * WIDTH;

        // Water size in system units
        var BOUNDS = 512;
        var BOUNDS_HALF = BOUNDS * 0.5;

        var container, stats;
        var camera, scene, renderer, controls;
        var mouseMoved = false;
        var mouseCoords = new THREE.Vector2();
        var raycaster = new THREE.Raycaster();

        var waterMesh;
        var meshRay;
        var gpuCompute;
        var heightmapVariable;
        var waterUniforms;
        var smoothShader;

        var simplex = new SimplexNoise();

        var windowHalfX = window.innerWidth / 2;
        var windowHalfY = window.innerHeight / 2;

        //      document.getElementById( 'waterSize' ).innerText = WIDTH + ' x ' + WIDTH;
        //
        //      function change(n) {
        //        location.hash = n;
        //        location.reload();
        //        return false;
        //      }


        //      var options = '';
        //      for ( var i = 4; i < 10; i++ ) {
        //        var j = Math.pow( 2, i );
        //        options += '<a href="#" onclick="return change(' + j + ')">' + j + 'x' + j + '</a> ';
        //      }
        //      document.getElementById('options').innerHTML = options;

        if ($(window).width() > 930) {
          init();
          animate();
        }

        function init() {

          container = document.createElement( 'div' );
          container.classList.add("water-container");
          // document.body.appendChild( container );
          window.elem.append(container);

          //        camera = new THREE.CubeCamera( 1, 100000, 128 );
          camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 100, 3000 );
          //        camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 3000 );
          camera.position.set( 0, 350, 0 );

          scene = new THREE.Scene();

          var sun = new THREE.DirectionalLight( 0xFFFFFF, 1 );
          //        var sun = new THREE.DirectionalLight( 0xFFFFFF, 1.0 );
          sun.position.set( 300, 400, 175 );
          scene.add( sun );
                  
   
          //              var light = new THREE.AmbientLight( 0x00FF00 ); // soft white light
          //              scene.add( light );
   
                  
          var sun2 = new THREE.DirectionalLight( 0xAAAAAA, 0.6 );
          sun2.position.set( -100, 350, -200 );
          scene.add( sun2 );

          renderer = new THREE.WebGLRenderer();
          renderer.setClearColor( 0xAAAAAA );
          renderer.setPixelRatio( window.devicePixelRatio );
          renderer.setSize( window.innerWidth, window.innerHeight );
          container.appendChild( renderer.domElement );

          //        controls = new THREE.OrbitControls( camera, renderer.domElement );
          controls = new THREE.OrbitControls( camera, renderer.domElement );
          controls.enabled = false;


          //        stats = new Stats();
          //        container.appendChild( stats.dom );

          document.addEventListener( 'mousemove', onDocumentMouseMove, false );
          document.addEventListener( 'touchstart', onDocumentTouchStart, false );
          document.addEventListener( 'touchmove', onDocumentTouchMove, false );


                  
          //Hier wireframes anschalten                
          //        document.addEventListener( 'keydown', function( event ) {
          //
          //          // W Pressed: Toggle wireframe
          //          if ( event.keyCode === 87 ) {
          //
          //            waterMesh.material.wireframe = ! waterMesh.material.wireframe;
          //            waterMesh.material.needsUpdate = true;
          //
          //          }
          //
          //        } , false );

          window.addEventListener( 'resize', onWindowResize, false );


          //        var gui = new dat.GUI();

          var effectController = {
            mouseSize: 20.0,
            viscosity: 0.03
          //          viscosity: 0.03
          };

          var valuesChanger = function() {

            heightmapVariable.material.uniforms.mouseSize.value = effectController.mouseSize;
            heightmapVariable.material.uniforms.viscosityConstant.value = effectController.viscosity;

          };

          //        gui.add( effectController, "mouseSize", 1.0, 100.0, 1.0 ).onChange( valuesChanger );
          //        gui.add( effectController, "viscosity", 0.0, 0.1, 0.001 ).onChange( valuesChanger );
          //        var buttonSmooth = {
          //            smoothWater: function() {
          //          smoothWater();
          //            }
          //        };
          //        gui.add( buttonSmooth, 'smoothWater' );


          initWater();

          valuesChanger();

        }


        function initWater() {

          var materialColor = 0x161a1e;

          var geometry = new THREE.PlaneBufferGeometry( BOUNDS, BOUNDS, WIDTH - 1, WIDTH -1 );

          // material: make a ShaderMaterial clone of MeshPhongMaterial, with customized vertex shader
          var material = new THREE.ShaderMaterial( {
            uniforms: THREE.UniformsUtils.merge( [
              THREE.ShaderLib[ 'phong' ].uniforms,
              {
                heightmap: { value: null }
              }
            ] ),
            vertexShader: document.getElementById( 'waterVertexShader' ).textContent,
            fragmentShader: THREE.ShaderChunk[ 'meshphong_frag' ]

          } );

          material.lights = true;

          // Material attributes from MeshPhongMaterial
          material.color = new THREE.Color( materialColor );
          material.specular = new THREE.Color( 0xFFFFFF); //BLICKS
          material.shininess = 5000;

          // Sets the uniforms with the material values
          material.uniforms.diffuse.value = material.color;
          material.uniforms.specular.value = material.specular;
          material.uniforms.shininess.value = Math.max( material.shininess, 1e-4 );
          material.uniforms.opacity.value = material.opacity;
          //        material.uniforms.opacity.value = material.opacity;

          // Defines
          material.defines.WIDTH = WIDTH.toFixed( 1 );
          material.defines.BOUNDS = BOUNDS.toFixed( 1 );

          waterUniforms = material.uniforms;

          waterMesh = new THREE.Mesh( geometry, material );
          waterMesh.rotation.x = - Math.PI / 2;
          waterMesh.matrixAutoUpdate = false;
          waterMesh.updateMatrix();

          scene.add( waterMesh );

          // Mesh just for mouse raycasting
          var geometryRay = new THREE.PlaneBufferGeometry( BOUNDS, BOUNDS, 1, 1 );
          meshRay = new THREE.Mesh( geometryRay, new THREE.MeshBasicMaterial( { color: 0xAAAAAA, visible: false } ) );
          meshRay.rotation.x = - Math.PI / 2;
          meshRay.matrixAutoUpdate = false;
          meshRay.updateMatrix();
          scene.add( meshRay );


          // Creates the gpu computation class and sets it up

          gpuCompute = new GPUComputationRenderer( WIDTH, WIDTH, renderer );

          var heightmap0 = gpuCompute.createTexture();

          fillTexture( heightmap0 );

          heightmapVariable = gpuCompute.addVariable( "heightmap", document.getElementById( 'heightmapFragmentShader' ).textContent, heightmap0 );

          gpuCompute.setVariableDependencies( heightmapVariable, [ heightmapVariable ] );

          heightmapVariable.material.uniforms.mousePos = { value: new THREE.Vector2( 10000, 10000 ) };
          heightmapVariable.material.uniforms.mouseSize = { value: 20.0 };
          heightmapVariable.material.uniforms.viscosityConstant = { value: 0.03 };
          heightmapVariable.material.defines.BOUNDS = BOUNDS.toFixed( 1 );

          var error = gpuCompute.init();
          if ( error !== null ) {
              console.error( error );
          }

          // Create compute shader to smooth the water surface and velocity
          smoothShader = gpuCompute.createShaderMaterial( document.getElementById( 'smoothFragmentShader' ).textContent, { texture: { value: null } } );

        }

        function fillTexture( texture ) {

          var waterMaxHeight = 3;
          //        var waterMaxHeight = 10;

          function noise( x, y, z ) {
            var multR = waterMaxHeight;
            var mult = 0.02;
          //          var mult = 0.025;
            var r = 0;
            for ( var i = 0; i < 15; i++ ) {
              r += multR * simplex.noise3d( x * mult, y * mult, z * mult );
              multR *= 0.53 + 0.025 * i;
              mult *= 1.25;
            }
            return r;
          }

          var pixels = texture.image.data;

          var p = 0;
          for ( var j = 0; j < WIDTH; j++ ) {
            for ( var i = 0; i < WIDTH; i++ ) {

              var x = i * 128 / WIDTH;
              var y = j * 128 / WIDTH;

                    pixels[ p + 0 ] = noise( x, y, 123.4 );
              pixels[ p + 1 ] = 0;
              pixels[ p + 2 ] = 0;
              pixels[ p + 3 ] = 1;

              p += 4;
            }
          }

        }

        function smoothWater() {

          var currentRenderTarget = gpuCompute.getCurrentRenderTarget( heightmapVariable );
          var alternateRenderTarget = gpuCompute.getAlternateRenderTarget( heightmapVariable );

          for ( var i = 0; i < 10; i++ ) {

            smoothShader.uniforms.texture.value = currentRenderTarget.texture;
            gpuCompute.doRenderTarget( smoothShader, alternateRenderTarget );

            smoothShader.uniforms.texture.value = alternateRenderTarget.texture;
            gpuCompute.doRenderTarget( smoothShader, currentRenderTarget );

          }
          
        }


        function onWindowResize() {

          windowHalfX = window.innerWidth / 2;
          windowHalfY = window.innerHeight / 2;

          camera.aspect = window.innerWidth / window.innerHeight;
          camera.updateProjectionMatrix();

          renderer.setSize( window.innerWidth, window.innerHeight );

        }

        function setMouseCoords( x, y ) {

          mouseCoords.set( ( x / renderer.domElement.clientWidth ) * 2 - 1, - ( y / renderer.domElement.clientHeight ) * 2 + 1 );
          mouseMoved = true;

        }

        function onDocumentMouseMove( event ) {

          setMouseCoords( event.clientX, event.clientY );

        }

        function onDocumentTouchStart( event ) {

          if ( event.touches.length === 1 ) {

            // event.preventDefault();

            setMouseCoords( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );


          }

        }

        function onDocumentTouchMove( event ) {

          if ( event.touches.length === 1 ) {

            event.preventDefault();

            setMouseCoords( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );


          }

        }

        function animate() {

          requestAnimationFrame( animate );

          render();
        //        stats.update();

        }

        function render() {

          // Set uniforms: mouse interaction
          var uniforms = heightmapVariable.material.uniforms;
          if ( mouseMoved ) {

            this.raycaster.setFromCamera( mouseCoords, camera );

            var intersects = this.raycaster.intersectObject( meshRay );

            if ( intersects.length > 0 ) {
                var point = intersects[ 0 ].point;
                uniforms.mousePos.value.set( point.x, point.z );

            }
            else {
                uniforms.mousePos.value.set( 10000, 10000 );
            }

            mouseMoved = false;
          }
          else {
            uniforms.mousePos.value.set( 10000, 10000 );
          }

          // Do the gpu computation
          gpuCompute.compute();

          // Get compute output in custom uniform
          waterUniforms.heightmap.value = gpuCompute.getCurrentRenderTarget( heightmapVariable ).texture;

          // Render
          renderer.render( scene, camera );

        }
      </script>
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