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              html, body, canvas {
  margin: 0;
  width: 100%;
  height: 100%;
  display: block;
  position: absolute;
  top: 0;
  left: 0;
}
            
          
!
            
              var scene = new THREE.Scene();
scene.fog = new THREE.Fog(0x000000, 10, 15);
			var camera = new THREE.PerspectiveCamera( 45, window.innerWidth/window.innerHeight, 0.1, 1000 );

			var renderer = new THREE.WebGLRenderer();
			renderer.setSize( window.innerWidth, window.innerHeight );
			document.body.appendChild( renderer.domElement );
      //Create elements here:
function randint(min, max) {
  return Math.floor(Math.random() * max) + min
}
function RGB(r, g, b) {
  function colorcheck(c) {
  if (c > 255) {
    c = 255
  }
  if (c < 0) {
    c = 0
  }
    return c
  }
  r = colorcheck(r)
  g = colorcheck(g)
  b = colorcheck(b)
  return 'rgb(' + r + ',' + g + ',' + b + ')'
}
function rgb2hex(rgb){
 rgb = rgb.match(/^rgba?[\s+]?\([\s+]?(\d+)[\s+]?,[\s+]?(\d+)[\s+]?,[\s+]?(\d+)[\s+]?/i);
 return (rgb && rgb.length === 4) ? "0x" +
  ("0" + parseInt(rgb[1],10).toString(16)).slice(-2) +
  ("0" + parseInt(rgb[2],10).toString(16)).slice(-2) +
  ("0" + parseInt(rgb[3],10).toString(16)).slice(-2) : '';
}
function rgb2color(r, g, b) {
  return rgb2hex(RGB(r, g, b))
}
addNote()


function sin(t, h) {
  return Math.sin(t) * h
}
var cubes = []
for (var x = -6; x <= 6; x++) {
  for (var z = -6; z <= 6; z++) {
    var cube = []
    var geometry = new THREE.BoxGeometry( 1, 1, 1, 6, 6, 6 );
    var smooth = geometry.clone();
    var subdiv = 1;
    var modifier = new THREE.SubdivisionModifier( subdiv );
modifier.modify( smooth );
    if (Math.random() > 0.75) {
      var ccolor = 'blue'
      cube.colored = true
    } else {
       var ccolor = 'black'
       cube.colored = false
    }
    cube.material = new THREE.MeshPhongMaterial( { color: ccolor } )
    cube.mesh = new THREE.Mesh(smooth, cube.material)
    scene.add( cube.mesh );
    cube.mesh.position.x = x
    cube.mesh.position.z = z
    cube.height = randint(1,10)/10
    cube.aniOffset = randint(1,400)/100
    cubes.push(cube)
  }
}
for (var x = -5; x <= 5; x+= 5) {
  for (var z = -5; z <= 5; z+= 5) {
    var light = new THREE.PointLight( 'white', 1, 7.5 );
    light.position.set( x, 2, z );
    scene.add( light );
  }
}
var oControls = new THREE.OrbitControls(camera, renderer.domElement);
      //end of elements
camera.position.y = 8
camera.position.x = 6
camera.position.z = 4
lookAt = new THREE.Vector3(0,0,0)
camera.lookAt(lookAt)
			var render = function () {
				requestAnimationFrame( render );
        mainloop()
				renderer.render(scene, camera);
			};
var color = {}
    color.r = 0
    color.g = 0
    color.b = 255
    color.rs = 0
    color.gs = 0
    color.bs = 0
    color.rt = 0
    color.gt = 0
    color.bt = 255
var time = 0
function mainloop() {
  time += 1
  camera.position.y += sin((time*0.005)+10, 0.005)
  camera.position.x += sin((time*0.004)+5, 0.005)
  camera.position.z += sin((time*0.006), 0.005)
  camera.rotation.z += sin((time*0.0045)+15, 0.002)
  lookAt = new THREE.Vector3(0,0,0)
  //camera.lookAt(lookAt)
  //console.log(camera.position)
  if (Math.abs(color.r - color.rt) >= 5) {
      color.r += color.rs
    }
    if (Math.abs(color.g - color.gt) >= 5) {
      color.g += color.gs
    }
    if (Math.abs(color.b - color.bt) >= 5) {
      color.b += color.bs
    }
    if (Math.abs(color.r - color.rt) < 5 &&
      Math.abs(color.g - color.gt) < 5 &&
      Math.abs(color.b - color.bt) < 5) {
      color.rt = randint(0, 255)
      color.gt = randint(0, 255)
      color.bt = randint(0, 255)
      var divisor = 20
      if (color.rt > color.r) {
        color.rs = randint(5, 45) / divisor
      } else {
        color.rs = -randint(5, 45) / divisor
      }
      if (color.gt > color.g) {
        color.gs = randint(5, 45) / divisor
      } else {
        color.gs = -randint(5, 45) / divisor
      }
      if (color.bt > color.b) {
        color.bs = randint(5, 45) / divisor
      } else {
        color.bs = -randint(5, 45) / divisor
      }
    }
  
  var r = Math.round(color.r)
  var g = Math.round(color.g)
  var b = Math.round(color.b)
  
  for (var i = 0; i < cubes.length; i++) {
    var cube = cubes[i]
    cube.mesh.position.y = sin((time/100)+cube.aniOffset,cube.height)
    if (cube.colored) {
    cube.mesh.material.color.setHex( rgb2color(r, g, b) );
    }
  }
}
			render();


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

function onWindowResize(){

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

    renderer.setSize( window.innerWidth, window.innerHeight );

}
            
          
!
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