three.js dev template - module

HTML

<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script
  async
  src="https://unpkg.com/[email protected]/dist/es-module-shims.js"
></script>

<script type="importmap">
  {
    "imports": {
      "three": "https://unpkg.com/three/build/three.module.js",
      "three/addons/": "https://unpkg.com/three/examples/jsm/"
    }
  }
</script>

CSS

body {
	margin: 0px;
}

JavaScript

// Simple three.js example

import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';

let mesh, renderer, scene, camera, controls;
let clock = new THREE.Clock();
init();
animate();

function init() {

    // renderer
    renderer = new THREE.WebGLRenderer();
    renderer.setSize( window.innerWidth, window.innerHeight );
    renderer.setPixelRatio( window.devicePixelRatio );
		renderer.setPixelRatio( 1 );
    document.body.appendChild( renderer.domElement );

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

    // 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 );
    
    // axes
    scene.add( new THREE.AxesHelper( 20 ) );

    // geometry
    const geometry = new THREE.PlaneGeometry( 2, 2 );
    
    // material
    const material = new THREE.ShaderMaterial({
    uniforms: {
    		uTime: { value: 0 },
        uRes: { value: new THREE.Vector2(window.innerWidth, window.innerHeight) },
    },
    vertexShader: `
        varying vec2 vUv;

        void main() {
            vUv = uv;
            vec4 mvPosition = modelViewMatrix * vec4(position, 1.0);
            gl_Position = projectionMatrix * mvPosition;
        }
    `,
    fragmentShader: `
uniform float uTime;
uniform vec2 uRes;

#define MAX_STEP 10

float sdSphere(vec3 p, float r) {
    return length(p) - r;
}

float map(vec3 p) {
    return sdSphere(p, 1.0);
}

vec3 getNormal(vec3 p) {
    float eps = 0.001;
    return normalize(vec3(
        map(p + vec3(eps, 0.0, 0.0)) - map(p - vec3(eps, 0.0, 0.0)),
        map(p + vec3(0.0, eps, 0.0)) - map(p - vec3(0.0, eps, 0.0)),
        map(p +...