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HTML

              
                <div id="container"></div>

              
            
!

CSS

              
                * {
  margin: 0;
  padding: 0;
  border: 0;
  overflow: hidden;
}

body {
  background: #000;
}
              
            
!

JS

              
                var DOT_SIZE = 16;
var X_START_POS = 0;
var Y_START_POS = 0;
var Z_START_POS = 0;
var PARTICLE_NUM    = 10000;
var PARTICLE_SIZE   = DOT_SIZE;
var PARTICLE_RANGE       = 110;
var PARTICLE_RANGE_HALF  = PARTICLE_RANGE/2;

// ‥‥‥‥‥‥‥‥‥‥‥‥‥□□□
// ‥‥‥‥‥‥〓〓〓〓〓‥‥□□□
// ‥‥‥‥‥〓〓〓〓〓〓〓〓〓□□
// ‥‥‥‥‥■■■□□■□‥■■■
// ‥‥‥‥■□■□□□■□□■■■
// ‥‥‥‥■□■■□□□■□□□■
// ‥‥‥‥■■□□□□■■■■■‥
// ‥‥‥‥‥‥□□□□□□□■‥‥
// ‥‥■■■■■〓■■■〓■‥‥‥
// ‥■■■■■■■〓■■■〓‥‥■
// □□■■■■■■〓〓〓〓〓‥‥■
// □□□‥〓〓■〓〓□〓〓□〓■■
// ‥□‥■〓〓〓〓〓〓〓〓〓〓■■
// ‥‥■■■〓〓〓〓〓〓〓〓〓■■
// ‥■■■〓〓〓〓〓〓〓‥‥‥‥‥
// ‥■‥‥〓〓〓〓‥‥‥‥‥‥‥‥
var dataSet = [
    "BK","BK","BK","BK","BK","BK","BK","BK","BK","BK","BK","BK","BK","BG","BG","BG",
    "BK","BK","BK","BK","BK","BK","RD","RD","RD","RD","RD","BK","BK","BG","BG","BG",
    "BK","BK","BK","BK","BK","RD","RD","RD","RD","RD","RD","RD","RD","RD","BG","BG",
    "BK","BK","BK","BK","BK","BR","BR","BR","BG","BG","BR","BG","BK","RD","RD","RD",
    "BK","BK","BK","BK","BR","BG","BR","BG","BG","BG","BR","BG","BG","RD","RD","RD",
    "BK","BK","BK","BK","BR","BG","BR","BR","BG","BG","BG","BR","BG","BG","BG","RD",
    "BK","BK","BK","BK","BR","BR","BG","BG","BG","BG","BR","BR","BR","BR","RD","BK",
    "BK","BK","BK","BK","BK","BK","BG","BG","BG","BG","BG","BG","BG","RD","BK","BK",
    "BK","BK","RD","RD","RD","RD","RD","BL","RD","RD","RD","BL","RD","BK","BK","BK",
    "BK","RD","RD","RD","RD","RD","RD","RD","BL","RD","RD","RD","BL","BK","BK","BR",
    "BG","BG","RD","RD","RD","RD","RD","RD","BL","BL","BL","BL","BL","BK","BK","BR",
    "BG","BG","BG","BK","BL","BL","RD","BL","BL","YL","BL","BL","YL","BL","BR","BR",
    "BK","BG","BK","BR","BL","BL","BL","BL","BL","BL","BL","BL","BL","BL","BR","BR",
    "BK","BK","BR","BR","BR","BL","BL","BL","BL","BL","BL","BL","BL","BL","BR","BR",
    "BK","BR","BR","BR","BL","BL","BL","BL","BL","BL","BL","BK","BK","BK","BK","BK",
    "BK","BR","BK","BK","BL","BL","BL","BL","BK","BK","BK","BK","BK","BK","BK","BK"
];

function getRgbColor(colorType)
{
    var colorHash = {
        "BK":"#000000", // black
        "WH":"#FFFFFF", // white
        "BG":"#FFCCCC", // beige
        "BR":"#800000", // brown
        "RD":"#FF0000", // red
        "YL":"#FFFF00", // yellow
        "GN":"#00FF00", // green
        "WT":"#00FFFF", // water
        "BL":"#0000FF", // blue
        "PR":"#800080"  // purple
    };
    return colorHash[colorType];
}

function getSingleColorDepth(colorType, rgbType)
{
    var result = 0;
    var rgb = getRgbColor(colorType);
    rgb = rgb.replace("#", "");
    var r = parseInt( "0x" + rgb.substr( 0, 2 ), 16 );
    var g = parseInt( "0x" + rgb.substr( 2, 2 ), 16 );
    var b = parseInt( "0x" + rgb.substr( 4, 2 ), 16 );
    switch ( rgbType )
    {
    case 'r':
        result = r / 255;
        break;
    case 'g':
        result = g / 255;
        break;
    case 'b':
        result = b / 255;
        break;
    }
    return result;
}

var renderer, scene, camera, mesh;
var uniforms, attributes;
var A = 5;
var B = 6;
var C = 7;
var R = 100;
var segments = 200;

init();
animate();

function init() {

    container = document.getElementById( 'container' );
    
    //
    camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 1, 3500 );
    camera.position.z = 2750;
    
    scene = new THREE.Scene();
    scene.fog = new THREE.Fog( 0x050505, 2000, 3500 );
    
    //
    scene.add( new THREE.AmbientLight( 0x444444 ) );
    
    var light1 = new THREE.DirectionalLight( 0xffffff, 0.5 );
    light1.position.set( 1, 1, 1 );
    scene.add( light1 );
    
    var light2 = new THREE.DirectionalLight( 0xffffff, 1.5 );
    light2.position.set( 0, -1, 0 );
    scene.add( light2 );
    
    // See:
    //   Stopping Infinite Loops
    //   https://codepen.io/quezo/javascriptn/stopping-infinite-loops

    //var triangles = 160000;
    var triangles = 160000;
    var geometry = new THREE.BufferGeometry();
    
    var indices = new Uint32Array( triangles * 3 );
    for ( var i = 0; i < indices.length; i ++ ) {
        
        indices[ i ] = i;
    }
    
    var positions = new Float32Array( triangles * 3 * 3 );
    var normals = new Float32Array( triangles * 3 * 3 );
    var colors = new Float32Array( triangles * 3 * 3 );
    
    var color = new THREE.Color();
    
    var n = 800, n2 = n/2;	// triangles spread in the cube
    var d = 12, d2 = d/2;	// individual triangle size
    
    var pA = new THREE.Vector3();
    var pB = new THREE.Vector3();
    var pC = new THREE.Vector3();
    
    var cb = new THREE.Vector3();
    var ab = new THREE.Vector3();
    
    for ( var i = 0; i < positions.length; i += 9 ) {
        
        // positions
        
        var x = Math.random() * n - n2;
        var y = Math.random() * n - n2;
        var z = Math.random() * n - n2;
        
        var vertex = new THREE.Vector3(x, y, z);
        
        if ( vertex.length() < 400 ) {
            
            var ax = x + Math.random() * d - d2;
            var ay = y + Math.random() * d - d2;
            var az = z + Math.random() * d - d2;
            
            var bx = x + Math.random() * d - d2;
            var by = y + Math.random() * d - d2;
            var bz = z + Math.random() * d - d2;
            
            var cx = x + Math.random() * d - d2;
            var cy = y + Math.random() * d - d2;
            var cz = z + Math.random() * d - d2;
            
            positions[ i ]     = ax;
            positions[ i + 1 ] = ay;
            positions[ i + 2 ] = az;
            
            positions[ i + 3 ] = bx;
            positions[ i + 4 ] = by;
            positions[ i + 5 ] = bz;
            
            positions[ i + 6 ] = cx;
            positions[ i + 7 ] = cy;
            positions[ i + 8 ] = cz;
            
            // flat face normals
            
            pA.set( ax, ay, az );
            pB.set( bx, by, bz );
            pC.set( cx, cy, cz );
            
            cb.subVectors( pC, pB );
            ab.subVectors( pA, pB );
            cb.cross( ab );
            
            cb.normalize();
            
            var nx = cb.x;
            var ny = cb.y;
            var nz = cb.z;
            
            normals[ i ]     = nx;
            normals[ i + 1 ] = ny;
            normals[ i + 2 ] = nz;
            
            normals[ i + 3 ] = nx;
            normals[ i + 4 ] = ny;
            normals[ i + 5 ] = nz;
            
            normals[ i + 6 ] = nx;
            normals[ i + 7 ] = ny;
            normals[ i + 8 ] = nz;
            
            // colors
            
            var vx = ( x / n ) + 0.5;
            var vy = ( y / n ) + 0.5;
            var vz = ( z / n ) + 0.5;
            
            color.setRGB( vx, vy, vz );


            
            colors[ i + 0 ] = color.r;
            colors[ i + 1 ] = color.g;
            colors[ i + 2 ] = color.b;
            
            colors[ i + 3 ] = color.r;
            colors[ i + 4 ] = color.g;
            colors[ i + 5 ] = color.b;
            
            colors[ i + 6 ] = color.r;
            colors[ i + 7 ] = color.g;
            colors[ i + 8 ] = color.b;

            var x0 = (Math.floor(x/25) + 8);
            var y0 = (Math.floor(y/25) + 8);
            var z0 = (Math.floor(z/25) + 8);
            //console.log( x + ", " + y + ", " + z );
            if ( x0 >= (0+X_START_POS) && y0 >= (0+Y_START_POS) 
              && x0 < (16+X_START_POS) && y0 < (16+Y_START_POS) ) {
                var pos = ((15-x0)-X_START_POS) + ((15-y0)-Y_START_POS) * 16;
                if ( dataSet[pos] != "BK") {
                    var c = dataSet[pos];
                    colors[ i + 0] = getSingleColorDepth(c, "r" );
                    colors[ i + 1] = getSingleColorDepth(c, "g" );
                    colors[ i + 2] = getSingleColorDepth(c, "b" );

                    colors[ i + 3] = getSingleColorDepth(c, "r" );
                    colors[ i + 4] = getSingleColorDepth(c, "g" );
                    colors[ i + 5] = getSingleColorDepth(c, "b" );

                    colors[ i + 6] = getSingleColorDepth(c, "r" );
                    colors[ i + 7] = getSingleColorDepth(c, "g" );
                    colors[ i + 8] = getSingleColorDepth(c, "b" );
                }
            }
        }
    }
    
    geometry.addAttribute( 'index', new THREE.BufferAttribute( indices, 1 ) );
    geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
    geometry.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
    geometry.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
    
    geometry.computeBoundingSphere();
    
    var material = new THREE.MeshPhongMaterial( {
        color: 0xaaaaaa, ambient: 0xaaaaaa, specular: 0xffffff, shininess: 250,
        side: THREE.DoubleSide, vertexColors: THREE.VertexColors
    } );
    
    mesh = new THREE.Mesh( geometry, material );
    scene.add( mesh );
    
    //
    
    renderer = new THREE.WebGLRenderer( { antialias: false } );
    renderer.setClearColor( scene.fog.color, 1 );
    renderer.setSize( window.innerWidth, window.innerHeight );
    
    renderer.gammaInput = true;
    renderer.gammaOutput = true;
    
    container.appendChild( renderer.domElement );

}

function animate() {
    render();

    requestAnimationFrame(animate);
}

function render() {
    var time = Date.now() * 0.001;
    
    //mesh.rotation.x = time * 0.25;
    mesh.rotation.y = time * 0.5;
    
    renderer.render( scene, camera );
}
              
            
!
999px

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