JSFiddle - React, Tailwind, and code Playground

by realhunts

HTML

<script src="https://threejs.org/build/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
  <script src="//cdn.rawgit.com/mrdoob/three.js/master/examples/js/loaders/GLTFLoader.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/dev/examples/js/shaders/CopyShader.js"></script>
    <script src="https://cdn.rawgit.com/mrdoob/three.js/dev/examples/js/postprocessing/EffectComposer.js"></script>
    <script src="https://cdn.rawgit.com/mrdoob/three.js/dev/examples/js/postprocessing/ShaderPass.js"></script>
    <script src="https://cdn.rawgit.com/mrdoob/three.js/dev/examples/js/postprocessing/RenderPass.js"></script>
    
     <script id="vertexShader" type="x-shader/x-vertex">
      varying vec2 vUv;
      void main() {
        vUv = uv;
        gl_Position = projectionMatrix 
          * modelViewMatrix 
          * vec4( position, 1.0 );
      }
    </script>

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

      float random( vec2 p )
      {
        vec2 K1 = vec2(
          23.14069263277926, // e^pi (Gelfond's constant)
          2.665144142690225 // 2^sqrt(2) (Gelfond–Schneider constant)
        );
        return fract( cos( dot(p,K1) ) * 12345.6789 );
      }

      void main() {

        vec4 color = texture2D( tDiffuse, vUv );
        vec2 uvRandom = vUv;
        uvRandom.y *= random(vec2(uvRandom.y,amount));
        color.rgb += random(uvRandom)*0.10;
        gl_FragColor = vec4( color  );
      }
    </script>

JavaScript

// a basic three.js scene

var container, renderer, scene, camera, controls;
var composer;
 var textureLoader = new THREE.TextureLoader();

    THREE.TextureLoader.crossOrigin = '';
init();
animate();

function init() {

    // renderer
    renderer = new THREE.WebGLRenderer({
        antialias: true
    });
    renderer.setSize(window.innerWidth, window.innerHeight);
    renderer.setClearColor("black");
    container = document.createElement('div');
    document.body.appendChild(container);
    container.appendChild(renderer.domElement);

    // scene
    scene = new THREE.Scene();

    // camera
    camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 10000);
    camera.position.set(-39.87297668118818, 204.09804354125671, 435.0968417036715);
    camera.lookAt(scene.position);

    // (camera) controls
    // mouse controls: left button to rotate, 
    //    mouse wheel to zoom, right button to pan
    controls = new THREE.OrbitControls(camera, renderer.domElement);
		//controls.enabled = false
    // light    
    var lt = new THREE.AmbientLight( "gray" ); // soft white light
    scene.add( lt );
    var light = new THREE.PointLight(0xffffff);
    light.position.set(100, 250, 250);
    scene.add(light);

    // mesh
    var sphereGeometry = new THREE.SphereGeometry(50, 5, 5);
    var sphereMaterial = new THREE.MeshLambertMaterial({
        color: new THREE.Color(0xff0000).multiplyScalar(1.),
         map: textureLoader.load('https://cdn.glitch.com/832401c3-8cbf-42db-acce-98209736affc%2Fballdimpled.png?v=1582702740544')
    });
    var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
    sphere.position.y = 100;
    scene.add(sphere);



var scale = 100
var loader = new THREE.GLTFLoader();
  var url =
      "https://cdn.glitch.com/832401c3-8cbf-42db-acce-98209736affc%2Fcat.glb?v=1582704194729";
    loader.load(url, function(data) {
      gltf = data;
      var object;
      if (gltf.scene !== undefined) {
        object =...