Getting only one color for all points

Hello, I’m trying to draw multiple points with different colors but I was only able to have one color else I will get white.

    var worker;
    var N_SAMPLES;
    var SAMPLE_DATA;
	var stats;
	var camera, scene, renderer, orbitControls;
	var points, clock, colors;
	var drawCount;

    function init () {
		drawCount = 0;
		clock = new THREE.Clock();
		scene = new THREE.Scene();
		camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 10);
		camera.position.set( 0, 0, 3 );
		renderer = new THREE.WebGLRenderer();
		renderer.setSize( window.innerWidth, window.innerHeight );
		document.getElementById("webgl-output").appendChild(renderer.domElement);
		stats = new Stats();
		renderer.render(scene, camera);
		document.getElementById("webgl-output").appendChild(stats.dom);
		orbitControls = new THREE.OrbitControls(camera);
      draw(N_SAMPLES);
	  render();
		  function render() {
			stats.update();
			orbitControls.update(clock.getDelta());
			requestAnimationFrame(render);
			if ( drawCount === 1 ) {
				points.geometry.attributes.position.needsUpdate = true; // required after the first render
			}
			renderer.render(scene, camera)
		  }

    }

    function draw(samples) {
		var geometry = new THREE.BufferGeometry();
		var positions = [];
		colors = [];
		for ( var i = 0; i < num; i ++ ) {
			// positions
			var x = 0;
			var y = 0;
			var z = 0;
			positions.push(x,y,z);
		colors.push(0 ,parseInt(Math.random()*255), parseInt(Math.random()*255)); //tried (parseInt(Math.random()*255) ,parseInt(Math.random()*255), parseInt(Math.random()*255)) but got white
		}
		
		geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( positions, 3 ) );
		geometry.addAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
		geometry.computeBoundingSphere();
		//
		var material = new THREE.PointsMaterial( { size: 0.05, vertexColors: THREE.VertexColors } );
		points = new THREE.Points( geometry, material );
		scene.add( points );
		drawCount = 1;
    }

Not sure this will work, but have you tried pushing colors within the [0, 1] range, instead of [0, 255] range?

It worked thank you!!!