three.js dev template

HTML

<script src="https://rawgit.com/mrdoob/three.js/dev/build/three.js"></script>
<script src="https://rawgit.com/mrdoob/three.js/dev/examples/js/controls/OrbitControls.js"></script>

CSS

body {
	background-color: #000;
	margin: 0px;
	overflow: hidden;
}

JavaScript

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

      var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 10000);

      camera.position.set( 0, 0, 300 );
      //camera.lookAt({x:0,y:0,z:0});
      scene.add(camera);

      cube = new THREE.Mesh(new THREE.CubeGeometry(50, 50, 20), new THREE.MeshLambertMaterial({color: 0xCC0000}));
      //cube.position.y = 15;
      cube.rotation.y = Math.PI/4;
      cube.rotation.x = Math.PI/4;
      scene.add(cube);
      
      plane = new THREE.Mesh(new THREE.PlaneGeometry(200,200), new THREE.MeshLambertMaterial({color: 0x22FF11}));
      scene.add(plane);
      plane.position.y = -36
      plane.rotation.x = -Math.PI/4;


      scene.add( new THREE.AmbientLight( 0x444444) );

            var light_spot_color = 0xffffff;
            var light_spot_intensity = 0.7;
      //var light = new THREE.SpotLight(light_spot_color, light_spot_intensity);
      //light.position.set(-30, 0, 50);
      //light.castShadow = true;
      //scene.add(light);
      
      var light = new THREE.DirectionalLight(0xffffff);
      light.position.set(-30, 0, 50);
      //light.shadow.camera.rotation.x = Math.PI/4;
      //light.shadow.camera.rotation.y = Math.PI/4;
      scene.add(light);
      var helper = new THREE.CameraHelper(light.shadow.camera );
      scene.add( helper );

      renderer.shadowMap.enabled = true;
      renderer.setClearColor( 0xfff6e6 );


      renderer.shadowCameraNear = 3;
      renderer.shadowCameraFar = camera.far;
      renderer.shadowCameraFov = 50;
      renderer.shadowMapBias = 0.0039;
      renderer.shadowMapDarkness = 0.5;
      renderer.shadowMapWidth = 1024;
      renderer.shadowMapHeight = 1024;

      light.castShadow = true;
      cube.castShadow = true;
      plane.receiveShadow = true;
     ...