three.js dev template - module

HTML

<script type="importmap">
	{
		"imports": {
			"three": "https://unpkg.com/three@0.162/build/three.module.js",
      "three/addons/": "https://unpkg.com/three@0.162/examples/jsm/"
		}
	}
</script>

CSS

body {
	margin: 0px;
}

JavaScript

import * as THREE from 'three';
 import {
   EffectComposer
 } from "three/addons/postprocessing/EffectComposer.js";
 import {
   RenderPass
 } from "three/addons/postprocessing/RenderPass.js";
 import {
   GlitchPass
 } from "three/addons/postprocessing/GlitchPass.js";
 import {
   ShaderPass
 } from "three/addons/postprocessing/ShaderPass.js";
 import {
   UnrealBloomPass
 } from "three/addons/postprocessing/UnrealBloomPass.js";
  import {
   OutputPass
 } from "three/addons/postprocessing/OutputPass.js";
 import {
   FocusShader
 } from "three/addons/shaders/FocusShader.js";
 
 const width = window.innerWidth,
   height = window.innerHeight

 let bufferGeometry = new THREE.BufferGeometry();
 let group = new THREE.Group();
 let surroundParticleGroup = new THREE.Group();
 let composer, glitchPass
 let camera = new THREE.PerspectiveCamera(75, width / height, 10, 10000);
 camera.position.z = 750;
 let scene = new THREE.Scene();
 scene.fog = new THREE.FogExp2(0x02050c, 0.0025);
 scene.background = scene.fog.color
 scene.add(group);
 scene.add(surroundParticleGroup);
 let renderer = new THREE.WebGLRenderer();
 renderer.setPixelRatio(window.devicePixelRatio)
 renderer.setSize(width, height);
 renderer.setClearColor(scene.fog.color);
 renderer.autoClear = false
 renderer.toneMapping = THREE.ReinhardToneMapping;
 renderer.render(scene, camera)
 let total = 8000,
   minZVal = window.innerWidth * 0.5,
   minYVal = window.innerHeight * 1.2;
 const points = []
 const colors = [];
 for (let i = 0; i < total; i++) {
   const vertex = new THREE.Vector3();
   vertex.x = rangeRandom(minZVal, -minZVal);
   vertex.y = rangeRandom(minYVal, -minYVal);
   vertex.z = rangeRandom(minZVal, -minZVal);
   points.push(vertex)
   colors.push(255, 255, 255)
 }
 bufferGeometry.setFromPoints(points);
 bufferGeometry.setAttribute("color", new THREE.Float32BufferAttribute(colors, 3));
 const material = new THREE.PointsMaterial({
   size: 8,
   color: 0x01050f,
   alphaTest: 0.7,
   map: null,
 ...