JSFiddle - React, Tailwind, and code Playground

CSS

body {
	  margin: 0;
}

JavaScript

import * as THREE from 'https://cdn.jsdelivr.net/npm/three@0.125.2/build/three.module.js';

import { GUI } from 'https://cdn.jsdelivr.net/npm/three@0.125.2/examples/jsm/libs/dat.gui.module.js';
import { OrbitControls } from 'https://cdn.jsdelivr.net/npm/three@0.125.2/examples/jsm/controls/OrbitControls.js';
import { BufferGeometryUtils } from 'https://cdn.jsdelivr.net/npm/three@0.125.2/examples/jsm/utils/BufferGeometryUtils.js';

let camera, scene, renderer, mesh;

init();

function init() {

	scene = new THREE.Scene();
	scene.background = new THREE.Color( 0x8FBCD4 );

	camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 20 );
	camera.position.z = 10;
	scene.add( camera );

	scene.add( new THREE.AmbientLight( 0x8FBCD4, 0.4 ) );

	const pointLight = new THREE.PointLight( 0xffffff, 1 );
	camera.add( pointLight );

	const geometry = createGeometry();

	const material = new THREE.MeshPhongMaterial( {
		color: 0xff0000,
		flatShading: true,
		morphTargets: true
	} );

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

	setTimeout( () =>{
  
   	console.log( BufferGeometryUtils.computeMorphedAttributes( mesh ) );
    
	}, 5000 );

	initGUI();

	renderer = new THREE.WebGLRenderer( { antialias: true } );
	renderer.setPixelRatio( window.devicePixelRatio );
	renderer.setSize( window.innerWidth, window.innerHeight );
	renderer.setAnimationLoop( function () {

		renderer.render( scene, camera );

	} );
	document.body.appendChild( renderer.domElement );

	const controls = new OrbitControls( camera, renderer.domElement );
	controls.enableZoom = false;

	window.addEventListener( 'resize', onWindowResize );

}

function createGeometry() {

	const geometry = new THREE.BoxGeometry( 2, 2, 2, 32, 32, 32 );

	// create an empty array to  hold targets for the attribute we want to morph
	// morphing positions and normals is supported
	geometry.morphAttributes.position = [];

	// the original positions of the cube's vertices
	const...