JSFiddle - React, Tailwind, and code Playground

HTML

<script src="//cdn.rawgit.com/mrdoob/three.js/master/build/three.min.js"></script>

CSS

body {
	  margin: 0;
}

JavaScript

var camera, scene, renderer;
var mesh;

init();
animate();

function init() {

	var AMOUNT = 6;
	var SIZE = 1 / AMOUNT;
	var ASPECT_RATIO = window.innerWidth / window.innerHeight;
	var FRUSTUM_SIZE = 5;

	var cameras = [];

	for ( var y = 0; y < AMOUNT; y ++ ) {

		for ( var x = 0; x < AMOUNT; x ++ ) {

			//var subcamera = new THREE.PerspectiveCamera( 40, ASPECT_RATIO, 0.1, 10 );
			var subcamera = new THREE.OrthographicCamera( FRUSTUM_SIZE * ASPECT_RATIO / - 2, FRUSTUM_SIZE * ASPECT_RATIO / 2, FRUSTUM_SIZE / 2, FRUSTUM_SIZE / - 2, 0.1, 10 );
			subcamera.bounds = new THREE.Vector4( x / AMOUNT, y / AMOUNT, SIZE, SIZE );
			subcamera.position.x = ( x / AMOUNT ) - 0.5;
			subcamera.position.y = 0.5 - ( y / AMOUNT );
			subcamera.position.z = 1.5;
			subcamera.position.multiplyScalar( 2 );
			subcamera.lookAt( 0, 0, 0 );
			subcamera.updateMatrixWorld();
			cameras.push( subcamera );

		}

	}

	camera = new THREE.ArrayCamera( cameras );
	camera.position.z = 3;
  camera.fov = 100;
  camera.updateProjectionMatrix();

	scene = new THREE.Scene();

	scene.add( new THREE.AmbientLight( 0x222244 ) );

	var light = new THREE.DirectionalLight();
	light.position.set( 0.5, 0.5, 1 );
	light.castShadow = true;
	light.shadow.camera.zoom = 4; // tighter shadow map
	scene.add( light );

	var geometry = new THREE.PlaneBufferGeometry( 100, 100 );
	var material = new THREE.MeshPhongMaterial( { color: 0x000066 } );

	var background = new THREE.Mesh( geometry, material );
	background.receiveShadow = true;
	background.position.set( 0, 0, - 1 );
	scene.add( background );

	var geometry = new THREE.CylinderBufferGeometry( 0.5, 0.5, 1, 32 );
	var material = new THREE.MeshPhongMaterial( { color: 0xff0000 } );

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

	renderer = new THREE.WebGLRenderer();
	renderer.setPixelRatio( window.devicePixelRatio );
	renderer.setSize( window.innerWidth, window.innerHeight...