JSFiddle - React, Tailwind, and code Playground

HTML

<p id="egg" class="zI">
       <script src="https://threejs.org/build/three.min.js"></script>
    <script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>

JavaScript

let scene = new THREE.Scene();
        let camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 1, 1000);
        camera.position.set(0, 0, 10);
        let renderer = new THREE.WebGLRenderer({
            antialias: true,
            alpha: true
        });
        renderer.setSize(innerWidth, innerHeight);
        renderer.domElement.className = 'deadstar';
        const a = document.getElementById('egg')
        a.appendChild(renderer.domElement);

        let controls = new THREE.OrbitControls(camera, renderer.domElement);
        let tex = new THREE.TextureLoader().load(
            "https://solarsystemmm.github.io/3D/texture-moon.png"
        );
        tex.minFilter = THREE.LinearFilter;
        let sphereGeom = new THREE.SphereBufferGeometry(0.7, 32, 32);
        let innerSphere = new THREE.Mesh(
            sphereGeom,
            new THREE.MeshLambertMaterial({
                map: tex,
            })
        );

        innerSphere.scale.set(4, 4.3, 4);
        scene.add(innerSphere);

        window.addEventListener("mousemove", rotating, false);

        let rotationFactorY = 0.08;
        let rotationFactorX = 0.08;
        const maxRotationSpeed = 0.1;

        function rotating(e) {
            rotationFactorY = 0.2 * (e.clientX - window.innerWidth / 2) / window.innerWidth;
            rotationFactorX = 0.2 * (e.clientY - window.innerHeight / 2) / window.innerHeight;
        }

        // не работает!
        // var dragControls  = new THREE.DragControls(innerSphere, camera, renderer.domElement);


        // dragControls.addEventListener('dragstart', function (event) {

        //     console.log(event)

        // });
        let light = new THREE.DirectionalLight(0xffffff, 1.5);
        light.position.y = window.innerHeight / 2;
        light.position.z = window.innerHeight / 1.4;
        scene.add(light);
        renderer.setAnimationLoop(() => {
            innerSphere.rotation.y += maxRotationSpeed * rotationFactorY;
          ...