JSFiddle - React, Tailwind, and code Playground

HTML

<script src="//cdn.rawgit.com/mrdoob/three.js/master/build/three.js"></script>
<script id="vertexShader" type="x-shader/x-vertex">
			varying vec2 vUv;
			void main()	{
				vUv = uv;
				gl_Position = vec4( position, 1.0 );
			}
</script>

<script id="fragmentShader" type="x-shader/x-fragment">
			varying vec2 vUv;
      uniform sampler2D tData;

			void main()	{

      	vec3 color;
        
        vec4 data = texture2D( tData, vUv );

				if ( data.x == 1.0 ) color = vec3( 0.0, 1.0, 0.0 );
        else color = vec3( 1.0, 0.0, 0.0 );

        gl_FragColor = vec4( color, 1.0 );

			}
</script>

CSS

body {
	  margin: 0;
}

JavaScript

var camera, scene, renderer;

init();
animate();

function init() {

    camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 10 );
    camera.position.z = 1;

    scene = new THREE.Scene();
    
    //

    var size = 20000; // 
    var data = new Uint8Array( size );

    for ( var i = 0; i < size; i ++ ) {
    
    	data[ i ] = 255;

    }

    var texture = new THREE.DataTexture( data, size, 1, THREE.LuminanceFormat );
    texture.needsUpdate = true;
    
    var geometry = new THREE.PlaneBufferGeometry( 0.5, 0.5 );
    
    var material = new THREE.ShaderMaterial( {
    	uniforms: {
      	tData: {
        	value: texture
        }
      },
      vertexShader: document.getElementById( 'vertexShader' ).textContent,
      fragmentShader: document.getElementById( 'fragmentShader' ).textContent
  	} );

   	var mesh = new THREE.Mesh( geometry, 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 );
    renderer.render( scene, camera );

}