JSFiddle - React, Tailwind, and code Playground

HTML

<script src="//cdn.rawgit.com/mrdoob/three.js/master/build/three.min.js"></script>

<script type="x-shader/x-vertex" id="vertexShader">
varying float intensity;

void main() {
  /* Calculates dot product of the view vector (cameraPosition) and the normal */
  vec3 vNormal = vec3(modelMatrix * vec4(normal, 0.0));
  
  /*Change intensity by modifying the exponent in pow. Higher value = less intense */
  intensity = pow(0.2 - dot(normalize(cameraPosition), vNormal), 2.8);

  gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
</script>

<script type="x-shader/x-fragment" id="fragmentShader">
varying float intensity;

void main() {
  vec3 glow = vec3(255.0/255.0, 255.0/255.0, 255.0/255.0) * intensity;
  gl_FragColor = vec4( glow, 1.0);
}

</script>

CSS

body {
	  margin: 0;
}

JavaScript

var camera, scene, renderer;
var geometry, material, mesh;

init();
animate();

function init() {

    camera = new THREE.PerspectiveCamera( 30, window.innerWidth / window.innerHeight, 1, 10000 );
    camera.position.z = 150;

    scene = new THREE.Scene();
    
    var material = new THREE.ShaderMaterial( { 
        uniforms: {}, 
        vertexShader: document.getElementById('vertexShader').textContent, 
        fragmentShader: document.getElementById('fragmentShader').textContent 
    } );
    
    mesh = new THREE.Mesh(new THREE.IcosahedronBufferGeometry(35, 4), material);
    
    scene.add( mesh );

    renderer = new THREE.WebGLRenderer( { antialias: true } );
    renderer.setSize( window.innerWidth, window.innerHeight );
    document.body.appendChild( renderer.domElement );

}

function animate() {

    requestAnimationFrame( animate );

    mesh.rotation.x += 0.01;
    mesh.rotation.y += 0.02;

    renderer.render( scene, camera );

}