JSFiddle - React, Tailwind, and code Playground

HTML

<script src="http://mrdoob.github.com/three.js/build/three.min.js"></script>
<script src="http://mrdoob.github.com/three.js/examples/js/shaders/CopyShader.js"></script>
<script src="http://mrdoob.github.com/three.js/examples/js/shaders/SSAOShader.js"></script>
<script src="http://mrdoob.github.com/three.js/examples/js/shaders/FXAAShader.js"></script>

<script src="http://mrdoob.github.com/three.js/examples/js/postprocessing/EffectComposer.js"></script>
<script src="http://mrdoob.github.com/three.js/examples/js/postprocessing/RenderPass.js"></script>
<script src="http://mrdoob.github.com/three.js/examples/js/postprocessing/MaskPass.js"></script>
<script src="http://mrdoob.github.com/three.js/examples/js/postprocessing/ShaderPass.js"></script>

CSS

* {
    margin: 0;
    padding: 0;
}

html, body {
    height: 100%;
    overflow: hidden;
}

body {
    background: #fff;
}

JavaScript

var scene = new THREE.Scene();

var camera = new THREE.PerspectiveCamera(75, window.innerWidth/window.innerHeight, 0.1, 1000);
camera.position.z = 2;
var geometry = new THREE.BoxGeometry(1, 1, 1);
var material = new THREE.MeshPhongMaterial({ color: 0x1C4A8C });
var cube = new THREE.Mesh(geometry, material);
scene.add(cube);

var light = new THREE.DirectionalLight(0xffffff, 1.0);
light.position.set(0, 0, 1);
scene.add(light);

var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);

// ---------------------
// POST PROCESSING
// ---------------------

// depth        
var depthShader = THREE.ShaderLib[ "depthRGBA" ];
var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );

depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
depthMaterial.blending = THREE.NoBlending;
//

// FXAA
FXAA_effect = new THREE.ShaderPass( THREE.FXAAShader );
FXAA_effect.uniforms['resolution'].value.set(1 / window.innerWidth, 1 / window.innerHeight);
FXAA_effect.renderToScreen = true;
//

// composer
composer = new THREE.EffectComposer( renderer );
composer.addPass( new THREE.RenderPass( scene, camera ) );
//

depthTarget = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter, format: THREE.RGBAFormat } );

SSAO_effect = new THREE.ShaderPass( THREE.SSAOShader );
SSAO_effect.uniforms[ 'tDepth' ].value = depthTarget;
SSAO_effect.uniforms[ 'size' ].value.set( window.innerWidth, window.innerHeight );
SSAO_effect.uniforms[ 'cameraNear' ].value = 0.01;
SSAO_effect.uniforms[ 'cameraFar' ].value = 150;   
SSAO_effect.uniforms[ 'onlyAO' ].value = false;
SSAO_effect.uniforms[ 'aoClamp' ].value = 0.5;
SSAO_effect.renderToScreen = true;

composer.setSize(window.innerWidth, window.innerHeight);
//...