JSFiddle - React, Tailwind, and code Playground

HTML

<script src="https://threejs.org/build/three.js"></script>
<script src="https://threejs.org/examples/js/shaders/CopyShader.js"></script>
<script src="https://threejs.org/examples/js/shaders/LuminosityShader.js"></script>
<script src="https://threejs.org/examples/js/shaders/SobelOperatorShader.js"></script>
<script src="https://threejs.org/examples/js/postprocessing/EffectComposer.js"></script>
<script src="https://threejs.org/examples/js/postprocessing/RenderPass.js"></script>
<script src="https://threejs.org/examples/js/postprocessing/ShaderPass.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>

CSS

body {
	  margin: 0;
}

JavaScript

var camera, scene, renderer, composer;

var effectSobel;

init();
animate();

function init() {

  //

  scene = new THREE.Scene();

  camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
  camera.position.set( 0, 10, 25 );
  camera.lookAt( scene.position );

  //

  var geometry = new THREE.TorusKnotBufferGeometry( 8, 3, 256, 32, 2, 3 );
  var material = new THREE.MeshPhongMaterial( { color: 0xffff00 } );

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

  //

  var ambientLight = new THREE.AmbientLight( 0xcccccc, 0.4 );
  scene.add( ambientLight );

  var pointLight = new THREE.PointLight( 0xffffff, 0.8 );
  camera.add( pointLight );
  scene.add( camera );

  //

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

  // postprocessing

  composer = new THREE.EffectComposer( renderer );
  var renderPass = new THREE.RenderPass( scene, camera );
  composer.addPass( renderPass );

  // color to grayscale conversion

  var effectGrayScale = new THREE.ShaderPass( THREE.LuminosityShader );
  composer.addPass( effectGrayScale );

  // you might want to use a gaussian blur filter before
  // the next pass to improve the result of the Sobel operator

  // Sobel operator

  effectSobel = new THREE.ShaderPass( THREE.SobelOperatorShader );
  effectSobel.uniforms[ "resolution" ].value.x = window.innerWidth;
  effectSobel.uniforms[ "resolution" ].value.y = window.innerHeight;
  composer.addPass( effectSobel );

  var controls = new THREE.OrbitControls( camera );

  //

  window.addEventListener( 'resize', onWindowResize, false );

}

function onWindowResize() {

  camera.aspect = window.innerWidth / window.innerHeight;
  camera.updateProjectionMatrix();

  renderer.setSize( window.innerWidth, window.innerHeight );
 ...