JSFiddle - React, Tailwind, and code Playground

HTML

<script src="https://threejs.org/build/three.js"></script>
<div id="container"></div>

CSS

body {
				color: #000;
				font-family:Monospace;
				font-size:13px;
				text-align:center;
				font-weight: bold;

				background-color: #fff;
				margin: 0px;
				overflow: hidden;
			}

			#info {
				color:#000;
				position: absolute;
				top: 0px; width: 100%;
				padding: 5px;

			}

			a {
				color: red;
			}

JavaScript

var camera, controls, scene, renderer;
			var frustumSize = 1000;
			init();
			animate();

			function init() {

				scene = new THREE.Scene();
				// scene.fog = new THREE.FogExp2( 0xcccccc, 0.002 );

				renderer = new THREE.WebGLRenderer();
				// renderer.setClearColor( scene.fog.color );
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );

				var container = document.getElementById( 'container' );
				container.appendChild( renderer.domElement );

              	var aspect = window.innerWidth / window.innerHeight;
				camera = new THREE.OrthographicCamera( frustumSize * aspect / - 2, frustumSize * aspect / 2, frustumSize / 2, frustumSize / - 2, 1, 1000 );
              
				// camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 1000 );
				camera.position.z = 500;

				// world

				var geometry = new THREE.CylinderGeometry( 0, 10, 30, 4, 1 );
				var material =  new THREE.MeshPhongMaterial( { color:0xffffff, shading: THREE.FlatShading } );

				for ( var i = 0; i < 500; i ++ ) {

					var mesh = new THREE.Mesh( geometry, material );
					mesh.position.x = ( Math.random() - 0.5 ) * 1000;
					mesh.position.y = ( Math.random() - 0.5 ) * 1000;
					mesh.position.z = ( Math.random() - 0.5 ) * 1000;
					mesh.updateMatrix();
					mesh.matrixAutoUpdate = false;
					scene.add( mesh );

				}

				// lights

				light = new THREE.DirectionalLight( 0xffffff );
				light.position.set( 1, 1, 1 );
				scene.add( light );

				light = new THREE.DirectionalLight( 0x002288 );
				light.position.set( -1, -1, -1 );
				scene.add( light );

				light = new THREE.AmbientLight( 0x222222 );
				scene.add( light );

				//



				//

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

			}

			function onWindowResize() {

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

				renderer.setSize( window.innerWidth,...