JSFiddle - React, Tailwind, and code Playground

HTML

<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r70/three.min.js"></script>
<!--
This is a demo of loading an isosurface geometry for
three.js generated by the contourist package.

https://github.com/AaronWatters/contourist
-->

<div id="WebGL-output">
</div>

JavaScript

// once everything is loaded, we run our Three.js stuff.
    debugger;
    function init() {
        debugger;

        // create a scene, that will hold all our elements such as objects, cameras and lights.
        var scene = new THREE.Scene();

        // create a camera, which defines where we're looking at.
        var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);

        // create a render and set the size
        var webGLRenderer = new THREE.WebGLRenderer();
        webGLRenderer.setClearColor(new THREE.Color(0xdddddd, 1.0));
        webGLRenderer.setSize(window.innerWidth, window.innerHeight);
        webGLRenderer.shadowMapEnabled = true;

        // position and point the camera to the center of the scene
        camera.position.x = -5;
        camera.position.y = 4;
        camera.position.z = 6;
        camera.lookAt(new THREE.Vector3(0, 0, 0));


        // add spotlight for the shadows
        var spotLight = new THREE.SpotLight(0xffffff);
        spotLight.position.set(-50, 70, 60);
        spotLight.intensity = 1;
        scene.add(spotLight);

        // add the output of the renderer to the html element
        document.getElementById("WebGL-output").appendChild(webGLRenderer.domElement);

        // call the render function
        var step = 0;

        var mesh;
        var clock = new THREE.Clock();

        var loader = new THREE.JSONLoader();
        //var filename = "centered.js"; // "square.json";
        var filename = "https://raw.githubusercontent.com/AaronWatters/contourist/master/misc/json2.js";
        loader.load(filename, function (geometry, mat) {
            debugger;

            // geometry.computeFaceNormals();
            // geometry.computeVertexNormals();

            var mat = new THREE.MeshNormalMaterial();
            //mat.side = THREE.DoubleSide;

            //mesh = THREE.SceneUtils.createMultiMaterialObject(geometry, [mat]);;

            //mesh.rotation.y = 0.7;

 ...