JSFiddle - React, Tailwind, and code Playground

HTML

<canvas id="c"></canvas>
  
<script src="https://threejsfundamentals.org/threejs/resources/threejs/r102/three.min.js"></script>

CSS

body {
	margin: 0;
}
#c {
	width: 100vw;
	height: 100vh;
	display: block;
}

JavaScript

// Three.js - Textured Cube
// from https://threejsfundamentals.org/threejs/threejs-textured-cube.html

  'use strict';

/* global THREE */

function main() {
  const canvas = document.querySelector('#c');
  const renderer = new THREE.WebGLRenderer({canvas: canvas});

  const fov = 75;
  const aspect = 2;  // the canvas default
  const near = 0.1;
  const far = 5;
  const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
  camera.position.z = 2;

  const scene = new THREE.Scene();

  const boxWidth = 1;
  const boxHeight = 1;
  const boxDepth = 1;
  const geometry = new THREE.BoxGeometry(boxWidth, boxHeight, boxDepth);

  const cubes = [];  // just an array we can use to rotate the cubes

  const videoElement = document.createElement('video');
  videoElement.src="https://s3-us-west-2.amazonaws.com/s.cdpn.io/175382/SampleVideo_1280x720_1mb.mp4";
  videoElement.crossOrigin = 'anonymous';
  videoElement.loop = true;
  videoElement.muted = true;
  videoElement.play();
  
  const texture = new THREE.VideoTexture(videoElement)
  
  const material = new THREE.MeshBasicMaterial({
    map: texture
  });
  const cube = new THREE.Mesh(geometry, material);
  scene.add(cube);
  cubes.push(cube);  // add to our list of cubes to rotate

  function resizeRendererToDisplaySize(renderer) {
    const canvas = renderer.domElement;
    const width = canvas.clientWidth;
    const height = canvas.clientHeight;
    const needResize = canvas.width !== width || canvas.height !== height;
    if (needResize) {
      renderer.setSize(width, height, false);
    }
    return needResize;
  }

  function render(time) {
    time *= 0.001;

    if (resizeRendererToDisplaySize(renderer)) {
      const canvas = renderer.domElement;
      camera.aspect = canvas.clientWidth / canvas.clientHeight;
      camera.updateProjectionMatrix();
    }

    cubes.forEach((cube, ndx) => {
      const speed = .2 + ndx * .1;
      const rot = time * speed;
      cube.rotation.x = rot;
     ...