three.js dev template - module

HTML

<script type="importmap">
	{
		"imports": {
			"three": "https://cdn.jsdelivr.net/npm/[email protected]/build/three.webgpu.js",
      "three/webgpu": "https://cdn.jsdelivr.net/npm/[email protected]/build/three.webgpu.js",
      "three/tsl": "https://cdn.jsdelivr.net/npm/[email protected]/build/three.tsl.js",
      "three/addons/": "https://cdn.jsdelivr.net/npm/[email protected]/examples/jsm/"
		}
	}
</script>

CSS

body {
	margin: 0px;
}

JavaScript

import * as THREE from 'three';
import {Fn, smoothstep, fwidth, uv, If, Discard, diffuseColor, Const, materialOpacity, float} from 'three/tsl'
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';

let mesh, renderer, scene, camera, controls;

init();

function init() {

    // renderer
    renderer = new THREE.WebGPURenderer();
    renderer.setSize( window.innerWidth, window.innerHeight );
    renderer.setPixelRatio( window.devicePixelRatio );
    renderer.setAnimationLoop( animate );
    document.body.appendChild( renderer.domElement );

    renderer.init().then(() => {
        const logShaderCode = true
        if (logShaderCode) {
            const device = renderer.backend.device
            if (device && !device.__wgslLoggerPatched) {
                const originalCreate = device.createShaderModule.bind(device)
                device.createShaderModule = descriptor => {
                    const label = descriptor.label ?? 'GPUShaderModule'
                    const code = descriptor.code
                    console.groupCollapsed(`[WGSL] ${label}`)
                    console.log(code)
                    console.groupEnd()
                    return originalCreate(descriptor)
                }
                device.__wgslLoggerPatched = true
            }
        }
    })

    // scene
    scene = new THREE.Scene();
    scene.background = new THREE.Color( 0x000000 );
    
    // camera
    camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 10000 );
    camera.position.set( 20, 20, 20 );

    // controls
    controls = new OrbitControls( camera, renderer.domElement );
    
    // ambient
    scene.add( new THREE.AmbientLight( 0x222222 ) );
    
    // light
    const light = new THREE.DirectionalLight( 0xffffff, 1 );
    light.position.set( 20,20, 0 );
    scene.add( light );
    scene.add(new THREE.AmbientLight('white', 1))

    // geometry
   ...