JSFiddle - React, Tailwind, and code Playground

HTML

<script src="http://threejs.org/build/three.min.js"></script>

CSS

body {
    background-color: #000;
    margin: 0px;
    overflow: hidden;
}

JavaScript

var cameraFov = 75;

	init();
	animate();

	function init() {
	    container = document.createElement('div');
	    document.body.appendChild(container);

	    cameraFar = 1200;
	    camera = new THREE.PerspectiveCamera(cameraFov, window.innerWidth / window.innerHeight, 1, cameraFar);
	    camera.position.z = cameraFar;

	    scene = new THREE.Scene();

	    hNear = 2 * Math.tan(camera.fov * Math.PI / 180 / 2) * camera.near; // CHANGED - deg to radians
	    wNear = hNear * camera.aspect; // width

	    // Far Plane dimensions
	    hFar = 2 * Math.tan(camera.fov * Math.PI / 180 / 2) * camera.far; // CHANGED - deg to radians
	    wFar = hFar * camera.aspect; // width

	    var farTopLeft = new THREE.Vector3(-wFar / 2, hFar / 2, -camera.far); // CHANGED - sign flips
	    var farBottomRight = new THREE.Vector3(wFar / 2, -hFar / 2, -camera.far);
	    var farTopRight = new THREE.Vector3(wFar / 2, hFar / 2, -camera.far);
	    var farBottomLeft = new THREE.Vector3(-wFar / 2, -hFar / 2, -camera.far);

	    var nearTopLeft = new THREE.Vector3(-wNear / 2, hNear / 2, -camera.near); // CHANGED - sign flips
	    var nearBottomRight = new THREE.Vector3(wNear / 2, -hNear / 2, -camera.near);
	    var nearTopRight = new THREE.Vector3(wNear / 2, hNear / 2, -camera.near);
	    var nearBottomLeft = new THREE.Vector3(-wNear / 2, -hNear / 2, -camera.near);

	    // adjust the vectors to the camera location and direction
	    camera.updateMatrixWorld();
	    farTopLeft.applyMatrix4(camera.matrixWorld);
	    farBottomRight.applyMatrix4(camera.matrixWorld);
	    farTopRight.applyMatrix4(camera.matrixWorld);
	    farBottomLeft.applyMatrix4(camera.matrixWorld);

	    nearTopLeft.applyMatrix4(camera.matrixWorld);
	    nearBottomRight.applyMatrix4(camera.matrixWorld);
	    nearTopRight.applyMatrix4(camera.matrixWorld);
	    nearBottomLeft.applyMatrix4(camera.matrixWorld);

	    var farParticles = new THREE.Geometry();
	    farParticles.vertices.push(farTopLeft);
	   ...