JSFiddle - React, Tailwind, and code Playground

HTML

<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
    
<script type="importmap">
	{
		"imports": {
			"three": "https://unpkg.com/three@0.137.5/build/three.module.js"
		}
	}
</script>

CSS

body {
	  margin: 0;
}
canvas {
	display: block;
}

JavaScript

import * as THREE from 'three';
import { OrbitControls } from 'https://unpkg.com/three@0.137.5/examples/jsm/controls/OrbitControls.js'

class Reflector extends THREE.Mesh {

	constructor ( geometry, options ) {

    super( geometry );

    this.type = 'Reflector';

    var scope = this;

    options = options || {};

    var color = ( options.color !== undefined ) ? new THREE.Color( options.color ) : new THREE.Color( 0x7F7F7F );
    var textureWidth = options.textureWidth || 512;
    var textureHeight = options.textureHeight || 512;
    var clipBias = options.clipBias || 0;
    var shader = options.shader || Reflector.ReflectorShader;

    //

    var reflectorPlane = new THREE.Plane();
    var normal = new THREE.Vector3();
    var reflectorWorldPosition = new THREE.Vector3();
    var cameraWorldPosition = new THREE.Vector3();
    var rotationMatrix = new THREE.Matrix4();
    var lookAtPosition = new THREE.Vector3( 0, 0, - 1 );
    var clipPlane = new THREE.Vector4();
    var viewport = new THREE.Vector4();

    var view = new THREE.Vector3();
    var target = new THREE.Vector3();
    var q = new THREE.Vector4();

    var textureMatrix = new THREE.Matrix4();
    var virtualCamera = new THREE.PerspectiveCamera();

    var renderTarget = new THREE.WebGLRenderTarget( textureWidth, textureHeight );

    renderTarget.depthBuffer = true;
    renderTarget.depthTexture = new THREE.DepthTexture();
    renderTarget.depthTexture.type = THREE.UnsignedShortType;

    if ( ! THREE.Math.isPowerOfTwo( textureWidth ) || ! THREE.Math.isPowerOfTwo( textureHeight ) ) {

      renderTarget.texture.generateMipmaps = false;

    }

    var material = new THREE.ShaderMaterial( {
      uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
      fragmentShader: shader.fragmentShader,
      vertexShader: shader.vertexShader,
      transparent: true
    } );

    material.uniforms.tDiffuse.value = renderTarget.texture;
    material.uniforms.tDepth.value = renderTarget.depthTexture;
   ...