JSFiddle - React, Tailwind, and code Playground

HTML

<script src="//cdn.rawgit.com/mrdoob/three.js/master/build/three.min.js"></script>
<div id="container">

</div>

CSS

body {
	  margin: 0;
}

JavaScript

var container, stats;

var camera, scene, renderer;

var lines;

init();
animate();

function init() {

  container = document.getElementById( 'container' );

  //

  camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 1, 4000 );
  camera.position.z = 2750;

  scene = new THREE.Scene();

  var segments = 10000;

  var geometry = new THREE.BufferGeometry();
  var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );

  var positions = [];
  var colors = [];

  var r = 800;

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

    var x = Math.random() * r - r / 2;
    var y = Math.random() * r - r / 2;
    var z = Math.random() * r - r / 2;

    // positions

    positions.push( x, y, z );

    // colors

    colors.push( ( x / r ) + 0.5 );
    colors.push( ( y / r ) + 0.5 );
    colors.push( ( z / r ) + 0.5 );

  }

  geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( positions, 3 ) );
  geometry.addAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );

  geometry.computeBoundingSphere();

  lines = new THREE.Line( geometry, material );
  scene.add( lines );
  
  console.log( JSON.stringify( lines, replacer, 2 ) );

  //

  renderer = new THREE.WebGLRenderer();
  renderer.setPixelRatio( window.devicePixelRatio );
  renderer.setSize( window.innerWidth, window.innerHeight );
  renderer.gammaOutput = true;

  container.appendChild( renderer.domElement );

  //

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

}

function onWindowResize() {

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

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

}

function replacer( key, value ) {

	if ( typeof value === 'function' ) {
  
  	return value.toString();
    
  }
  
  return value;

}

//

function animate() {

  requestAnimationFrame( animate );

  render();

}

function render() {

  var time = Date.now() * 0.001;

 ...