JSFiddle - React, Tailwind, and code Playground

HTML

<script src="//cdn.rawgit.com/mrdoob/three.js/master/build/three.js"></script>
<script src="//cdn.rawgit.com/mrdoob/three.js/master/examples/js/shaders/LuminosityShader.js"></script>

CSS

body {
	  margin: 0;
}

JavaScript

var camera, cameraFX, scene, sceneFX, renderer, renderTarget;

init();
animate();

function init() {

	//

	scene = new THREE.Scene();

	camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
	camera.position.set( 0, 10, 25 );
	camera.lookAt( scene.position );
	
	//
	
	cameraFX = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
	sceneFX = new THREE.Scene();
	
	var shader = THREE.LuminosityShader;
	
	var materialFX = new THREE.ShaderMaterial( {
		uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
		vertexShader: shader.vertexShader,
		fragmentShader: shader.fragmentShader
	} );
	
	var quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), materialFX );
	quad.frustumCulled = false;
	sceneFX.add( quad );

	//

	var geometry = new THREE.TorusKnotBufferGeometry( 8, 3, 256, 32, 2, 3 );
	var material = new THREE.MeshPhongMaterial( { color: 0xffff00 } );

	var mesh = new THREE.Mesh( geometry, material );
	scene.add( mesh );

	//

	var ambientLight = new THREE.AmbientLight( 0xcccccc, 0.4 );
	scene.add( ambientLight );

	var pointLight = new THREE.PointLight( 0xffffff, 0.8 );
	camera.add( pointLight );
	scene.add( camera );

	//

	renderer = new THREE.WebGLRenderer();
	renderer.autoClear = false;
	renderer.setPixelRatio( window.devicePixelRatio );
	renderer.setSize( window.innerWidth, window.innerHeight );
	document.body.appendChild( renderer.domElement );
	
	//
	
	renderTarget = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, {
		depthBuffer: false,
		stencilBuffer: false
	} );

	materialFX.uniforms.tDiffuse.value = renderTarget.texture;

}



function animate() {

	requestAnimationFrame( animate );

	renderer.clear();
	
	renderer.render( scene, camera, renderTarget );
	
	renderer.render( sceneFX, cameraFX );


}