ThreeJS Texture load problem on glb

by Colin Brogan

HTML

<body>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r122/three.min.js" crossorigin="anonymous"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/master/examples/js/loaders/GLTFLoader.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/master/examples/js/controls/OrbitControls.js"></script>
<a href="#" class="colors red">RED</a>

<script>
var glb_url = "https://cdn.shopify.com/s/files/1/0509/5430/5691/t/2/assets/lounge_2101.glb";

			var velvet_texture_url = "https://cdn.shopify.com/s/files/1/0509/5430/5691/t/2/assets/velvet-sheen_texture.jpg";
			// Our Javascript will go here.
			var scene = new THREE.Scene();
			var camera = new THREE.PerspectiveCamera( 50, window.innerWidth / (window.innerHeight - 100), 1, 7000 );	
			camera.position.set(  0, 1000, 1500);
			camera.scale.set(1,1,1);

			// Load Lights
			var ambientLight = new THREE.AmbientLight( 0xcccccc );
			this.scene.add( ambientLight );
			var directionalLight = new THREE.DirectionalLight( 0xffffff );
			directionalLight.position.set( 0, 1000, 1000 ).normalize();
			this.scene.add( directionalLight );

			const renderer = new THREE.WebGLRenderer();
			renderer.outputEncoding = THREE.sRGBEncoding;

			renderer.setSize( window.innerWidth, window.innerHeight - 100 );
			renderer.setClearColor(new THREE.Color(0xEEEEEE, 1.0));
			renderer.setPixelRatio( window.devicePixelRatio );
			document.body.appendChild( renderer.domElement );
			const boxWidth = 500;
			const boxHeight = 500;
			const boxDepth = 500;
			const geometry = new THREE.BoxGeometry(boxWidth, boxHeight, boxDepth);

			const material = new THREE.MeshStandardMaterial({});
			var cube = new THREE.Mesh(geometry, material);
			cube.position.set(800,250,0);
			scene.add(cube);

			const loader = new THREE.GLTFLoader();
			var controls = new THREE.OrbitControls( camera, renderer.domElement );
			controls.update();
			// Load a glTF resource
			loader.load(
				// resource URL
				glb_url,
				// called when...