JSFiddle - React, Tailwind, and code Playground

HTML

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

CSS

body {
	  margin: 0;
}

JavaScript

let camera, scene, renderer;

const mouse = new THREE.Vector2();
const target = new THREE.Vector2();
const windowHalf = new THREE.Vector2( window.innerWidth / 2, window.innerHeight / 2 );

init();
animate();

function init() {

    camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.1, 500 );
    camera.position.z = 50;

    scene = new THREE.Scene();

    const geometry = new THREE.BoxBufferGeometry();
    const material = new THREE.MeshNormalMaterial();
    
    for ( let i = 0; i < 1000; i ++ ) {
    
      const object = new THREE.Mesh( geometry, material );
      object.position.x = Math.random() * 80 - 40;
      object.position.y = Math.random() * 80 - 40;
      object.position.z = Math.random() * 80 - 40;
      object.rotation.x = Math.random() * 2 * Math.PI;
      object.rotation.y = Math.random() * 2 * Math.PI;
      object.rotation.z = Math.random() * 2 * Math.PI;
      scene.add( object );
          
		}

    renderer = new THREE.WebGLRenderer( { antialias: true } );
    renderer.setSize( window.innerWidth, window.innerHeight );
    document.body.appendChild( renderer.domElement );
    
    document.addEventListener( 'mousemove', onMouseMove, false );
    document.addEventListener( 'wheel', onMouseWheel, false );
		window.addEventListener( 'resize', onResize, false );

}

function onMouseMove( event ) {

	mouse.x = ( event.clientX - windowHalf.x );
	mouse.y = ( event.clientY - windowHalf.x );

}

function onMouseWheel( event ) {

  camera.position.z += event.deltaY * 0.1; // move camera along z-axis

}

function onResize( event ) {

	const width = window.innerWidth;
	const height = window.innerHeight;
  
  windowHalf.set( width / 2, height / 2 );
	
  camera.aspect = width / height;
	camera.updateProjectionMatrix();
	renderer.setSize( width, height );
				
}

function animate() {

	target.x = ( 1 - mouse.x ) * 0.002;
  target.y = ( 1 - mouse.y ) * 0.002;
  
  camera.rotation.x += 0.05 * ( target.y - camera.rotation.x );
 ...