JavaScript preprocessors can help make authoring JavaScript easier and more convenient. For instance, CoffeeScript can help prevent easy-to-make mistakes and offer a cleaner syntax and Babel can bring ECMAScript 6 features to browsers that only support ECMAScript 5.

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Here you can Sed posuere consectetur est at lobortis. Donec ullamcorper nulla non metus auctor fringilla. Maecenas sed diam eget risus varius blandit sit amet non magna. Donec id elit non mi porta gravida at eget metus. Praesent commodo cursus magna, vel scelerisque nisl consectetur et.

` ````
<canvas></canvas>
```

` ````
body{
overflow: hidden;
margin:0;
}
canvas{
position: absolute;
top: 0;
left: 0;
width: 100%;
height:100%;
}
```

` ````
//Get window size
var ww = window.innerWidth,
wh = window.innerHeight;
//Create a WebGL renderer
var renderer = new THREE.WebGLRenderer({
canvas: document.querySelector("canvas")
});
renderer.setSize(ww, wh);
//Create an empty scene
var scene = new THREE.Scene();
scene.fog = new THREE.Fog(0x000000, 30, 150);
//Create a perpsective camera
var camera = new THREE.PerspectiveCamera(45, ww / wh, 0.1, 150);
camera.position.y = 400;
camera.position.z = 400;
//Array of points
var points = [
[68.5, 185.5],
[1, 262.5],
[270.9, 281.9],
[345.5, 212.8],
[178, 155.7],
[240.3, 72.3],
[153.4, 0.6],
[52.6, 53.3],
[68.5, 185.5]
];
//Convert the array of points into vertices
for (var i = 0; i < points.length; i++) {
var x = points[i][0];
var y = Math.random() * 100;
var z = points[i][1];
points[i] = new THREE.Vector3(x, y, z);
}
//Create a path from the points
var path = new THREE.CatmullRomCurve3(points);
path.closed = true;
// Define the precision of the finale tube, the amount of divisions
var tubeDetail = 1600;
// Define the precision of the circles
var circlesDetail = 40;
// Define the radius of the finale tube
var radius = 4;
// Get all the circles that will compose the tube
var frames = path.computeFrenetFrames(tubeDetail, true);
// Create an empty Geometry where we will put the particles
var geometry = new THREE.Geometry();
// Define a basic color
var color = new THREE.Color(0x000000);
// First loop through all the circles
for (var i = 0; i < tubeDetail; i++) {
// Get the normal values for each circle
var normal = frames.normals[i];
// Get the binormal values
var binormal = frames.binormals[i];
// Calculate the index of the circle (from 0 to 1)
var index = i / tubeDetail;
// Get the coordinates of the point in the center of the circle
var p = path.getPointAt(index);
// Loop for the amount of particles we want along each circle
for (var j = 0; j < circlesDetail; j++) {
// Clone the position of the point in the center
var position = p.clone();
// Calculate the angle for each particle along the circle (from 0 to Pi*2)
var angle = (j / circlesDetail) * Math.PI * 2 + (index * Math.PI * 5);
// Calculate the sine of the angle
var sin = Math.sin(angle);
// Calculate the cosine from the angle
var cos = -Math.cos(angle);
// Calculate the normal of each point based on its angle
var normalPoint = new THREE.Vector3(0, 0, 0);
normalPoint.x = (cos * normal.x + sin * binormal.x);
normalPoint.y = (cos * normal.y + sin * binormal.y);
normalPoint.z = (cos * normal.z + sin * binormal.z);
// Multiple the normal by the radius
normalPoint.multiplyScalar(radius);
// We add the normal values for each point
position.add(normalPoint);
var color = new THREE.Color("hsl(" + (index * 360 * 4) + ", 100%, 50%)");
geometry.colors.push(color);
geometry.vertices.push(position);
}
}
// Material for the points
var material = new THREE.PointsMaterial({
size: 0.2,
vertexColors: THREE.VertexColors
});
var tube = new THREE.Points(geometry, material);
//Add tube into the scene
scene.add(tube);
var percentage = 0;
function render() {
percentage += 0.0005;
var p1 = path.getPointAt(percentage % 1);
var p2 = path.getPointAt((percentage + 0.01) % 1);
camera.position.set(p1.x, p1.y, p1.z);
camera.lookAt(p2);
//Render the scene
renderer.render(scene, camera);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
```

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