JSFiddle - React, Tailwind, and code Playground

HTML

<script src="https://threejs.org/build/three.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>

JavaScript

var container, stats;
var camera, scene, renderer, particles, geometry, material, positions, colors, alphas,sizes, sumDisplacement, x,y,z;
var mouseX = 0,
    mouseY = 0;
var newPosition = 0;
var uniforms = {
		color:     { value: new THREE.Color( 0xffffff ) },
		texture:   { value: new THREE.TextureLoader().load("http://i.imgur.com/HMjPT3I.png") }

	};
  
function getMoleculeMaterialInstanced() {

	var material = new THREE.MeshLambertMaterial( {
		vertexColors: THREE.VertexColors,
	} );

	material.onBeforeCompile = function( shader ) {

		shader.vertexShader = `
			#define LAMBERT
		
			// instanced
			attribute vec3 offset;
			// attribute vec3 instanceColor;
			// attribute float instanceScale;
		
			varying vec3 vLightFront;
			varying vec3 vIndirectFront;
		
			#ifdef DOUBLE_SIDED
				varying vec3 vLightBack;
				varying vec3 vIndirectBack;
			#endif
		
			#include <common>
			#include <uv_pars_vertex>
			#include <uv2_pars_vertex>
			#include <envmap_pars_vertex>
			#include <bsdfs>
			#include <lights_pars_begin>
			#include <color_pars_vertex>
			#include <fog_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() {
		
				#include <uv_vertex>
				#include <uv2_vertex>
				#include <color_vertex>
		
				// vertex colors instanced
				// #ifdef USE_COLOR
				// 	vColor.xyz = instanceColor.xyz;
				// #endif
		
				#include <beginnormal_vertex>
				#include <morphnormal_vertex>
				#include <skinbase_vertex>
				#include <skinnormal_vertex>
				#include <defaultnormal_vertex>
		
				#include <begin_vertex>
		
				// position instanced
				// transformed *= instanceScale;
				// transformed = transformed + instanceOffset;
				transformed = transformed + offset;

		
				#include <morphtarget_vertex>
				#include <skinning_vertex>
				#include <project_vertex>
				#include...