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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.

            
              body{
  overflow: hidden;
  margin: 0;
}
            
          
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              var ww = window.innerWidth,
  wh = window.innerHeight;
var curve;
var opts = {
  radius: 1.5,
  segments: 400,
  scale: 0.1,
  radiusSegments: 25
};

var renderer = new THREE.WebGLRenderer({
  canvas: document.querySelector("canvas"),
  antialias: true
});
renderer.setSize(ww, wh);

var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(45, ww / wh, 0.0001, 1000);
var controls = new THREE.OrbitControls(camera);
camera.position.z = 50;
camera.position.x = 100;
camera.position.y = 100;

/* ==================== */
/* ===== ON RESIZE ==== */
/* ==================== */
window.addEventListener("resize", function() {
  ww = window.innerWidth;
  wh = window.innerHeight;
  camera.aspect = ww / wh;
  camera.updateProjectionMatrix();
  renderer.setSize(ww, wh);
});

/* ====================== */
/* === Path creation ==== */
/* ====================== */
var particles = new THREE.Object3D();
scene.add(particles);
var dotMap = new THREE.TextureLoader().load("https://s3-us-west-2.amazonaws.com/s.cdpn.io/127738/dotTexture.png");
var glowMap = new THREE.TextureLoader().load("https://s3-us-west-2.amazonaws.com/s.cdpn.io/127738/glow.png");
var pathPoints = [
  [935, 0],
  [1287, 251],
  [1007, 341],
  [785, 801],
  [506, 369],
  [0, 510],
  [42, 138],
  [618, 203]
];
var glows = new THREE.Object3D();
scene.add(glows);
var spriteMaterial = new THREE.SpriteMaterial({
  map: glowMap,
  color: 0xffffff,
  transparent: true,
  blending: THREE.AdditiveBlending
});

function createTube() {
  //Create the 'tube'
  var points = [];
  for (var i = 0; i < pathPoints.length; i++) {
    var x = pathPoints[i][0];
    var y = (Math.random() - 0.5) * 500;
    var z = pathPoints[i][1];
    points.push(new THREE.Vector3(x, y, z).multiplyScalar(opts.scale));
  }
  curve = new THREE.CatmullRomCurve3(points);
  curve.closed = true;
  curve.type = "catmullrom";
  curve.tension = 0.6;

  //Create the particles
  var geom = new THREE.Geometry();
  var geom2 = new THREE.Geometry();
  var geom3 = new THREE.Geometry();
  var frames = curve.computeFrenetFrames(opts.segments, true);
  var endPoint = curve.getPointAt(1);
  for (i = 0; i < opts.segments; i++) {
    var N = frames.normals[i];
    var B = frames.binormals[i];
    for (var j = 0; j < opts.radiusSegments; j++) {
      var index = i / opts.segments;
      // index += Math.random()*0.01;
      // index = Math.min(index, 1)
      var p = curve.getPointAt(index);
      var vertex = p.clone();
      var angle = Math.random() * Math.PI * 2;
      var angle = (j / opts.radiusSegments) * Math.PI * 2;
      var sin = Math.sin(angle);
      var cos = -Math.cos(angle);

      var normal = new THREE.Vector3();
      normal.x = (cos * N.x + sin * B.x);
      normal.y = (cos * N.y + sin * B.y);
      normal.z = (cos * N.z + sin * B.z);
      normal.normalize();

      var noiseIndex = ((noise.simplex3(p.x * 0.04, p.y * 0.04, p.z * 0.04)) + 1) / 2 * 360;

      vertex.x = p.x + opts.radius * normal.x;
      vertex.y = p.y + opts.radius * normal.y;
      vertex.z = p.z + opts.radius * normal.z;
      var color = new THREE.Color("hsl(" + noiseIndex + ",80%,50%)");
      geom.colors.push(color);
      // geom.vertices.push(vertex);
      var mat = spriteMaterial.clone();
      mat.color = color;
      var newSprite = new THREE.Sprite(mat);
      newSprite.position.set(vertex.x, vertex.y, vertex.z);
      newSprite.scale.set(0.25, 0.25, 0.25)
      glows.add(newSprite);

    var vertex = p.clone();
      vertex.x = p.x + opts.radius * 1.2 * normal.x;
      vertex.y = p.y + opts.radius * 1.2 * normal.y;
      vertex.z = p.z + opts.radius * 1.2 * normal.z;
      geom2.colors.push(new THREE.Color("hsl(" + noiseIndex + ",80%,50%)"));
      geom2.vertices.push(vertex);
      var vertex = p.clone();
      vertex.x = p.x + opts.radius * 1.5 * normal.x;
      vertex.y = p.y + opts.radius * 1.5 * normal.y;
      vertex.z = p.z + opts.radius * 1.5 * normal.z;
      geom3.colors.push(new THREE.Color("hsl(" + noiseIndex + ",80%,50%)"));
      geom3.vertices.push(vertex);
    }
  }
  var mat = new THREE.PointsMaterial({
    color: 0xffffff,
    map: dotMap,
    size: 0.1,
    transparent: true,
    vertexColors: THREE.VertexColors,
    sizeAttenuation: true
  });
  var dots = new THREE.Points(geom, mat.clone());
  particles.add(dots);
  mat.transparent = true;
  mat.opacity = 0.5;
  var dots = new THREE.Points(geom2, mat.clone());
  particles.add(dots);
  mat.opacity = 0.3;
  var dots = new THREE.Points(geom3, mat.clone());
  particles.add(dots);

  geom3.computeBoundingSphere();
  var radius = geom3.boundingSphere.radius;
  var center = geom3.boundingSphere.center;

  var geom = new THREE.Geometry();
  for (var i = 0; i < 4000; i++) {
    var vertex = new THREE.Vector3();
    vertex.x = (Math.random() - 0.5) * radius * 2;
    vertex.y = (Math.random() - 0.5) * radius * 2;
    vertex.z = (Math.random() - 0.5) * radius * 2;
    geom.colors.push(new THREE.Color("hsl(" + Math.floor(Math.random() * 80 + 150) + ",80%,50%)"));
    geom.vertices.push(vertex);
  }
  geom.translate(center.x, center.y, center.z);
  var mat = new THREE.PointsMaterial({
    size: 0.3,
    map: dotMap,
    vertexColors: THREE.VertexColors,
    sizeAttenuation: true,
    transparent: true,
    opacity: 0.7
  });
  var stars = new THREE.Points(geom, mat);
  particles.add(stars);
}

var interval = 0.02;
var progress = {
  z: 0
};

var cube = new THREE.Mesh(new THREE.BoxGeometry(2, 2, 2), new THREE.MeshBasicMaterial({
  color: 0xff0000
}));
scene.add(cube);

function render(a) {
  requestAnimationFrame(render);
  var tempProgress = progress.z;
  var p1 = curve.getPointAt(tempProgress);
  if (tempProgress + interval > 1) {
    tempProgress = tempProgress - 1;
  }
  var p2 = curve.getPointAt(tempProgress + interval);
  camera.position.set(p1.x, p1.y, p1.z);
  camera.lookAt(p2);
  cube.position.set(p1.x, p1.y, p1.z);

  renderer.render(scene, camera);

}

var animTl = new TimelineMax({
  paused: true,
  repeat: -1
});
animTl.to(progress, 60, {
  z: 1,
  ease: Linear.easeNone
});
createTube();
animTl.play();
requestAnimationFrame(render);
            
          
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