JSFiddle - React, Tailwind, and code Playground

HTML

<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r73/three.min.js"></script>
<canvas id="canvas"></canvas>
<script id="vertex-shader" type="x-shader/x-vertex">
	varying vec2 vUv;

	void main()	{
		vUv = uv;
		gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
	}
</script>
<script id="fragment-shader" type="x-shader/x-fragment">
	#define M_TAU 6.2831853071795864769252867665590

	varying vec2 vUv;

	void main()	{
  	float w = sin(500.0 * M_TAU * vUv.x) / 2.0 + 0.5;
		vec3 color = vec3(w, 0.0, 0.0);
		gl_FragColor = vec4(color, 1.0);
	}
</script>

CSS

html, body, #canvas {
    margin: 0;
    padding: 0;
    width: 100%;
    height: 100%;
    overflow: hidden;
}

JavaScript

var canvas = document.getElementById('canvas');
var scene = new THREE.Scene();
var renderer = new THREE.WebGLRenderer({canvas: canvas, antialias: true});
var camera = new THREE.PerspectiveCamera(75, canvas.clientWidth / canvas.clientWidth, 1, 1000);

var geometry = new THREE.SphereGeometry(50, 50, 50);
var material = new THREE.ShaderMaterial({
	vertexShader: document.getElementById('vertex-shader').textContent,
  fragmentShader: document.getElementById('fragment-shader').textContent
});
var box = new THREE.Mesh(geometry, material);

scene.add(box);

camera.position.z = 100;

var period = 30;
var clock = new THREE.Clock();
render();

function render() {
  requestAnimationFrame(render);
  
	if (canvas.width !== canvas.clientWidth || canvas.height !== canvas.clientHeight) {
		renderer.setSize(canvas.clientWidth, canvas.clientHeight, false);
    camera.aspect = canvas.clientWidth /  canvas.clientHeight;
    camera.updateProjectionMatrix();
	}
  
  box.rotation.y -= clock.getDelta() * 2 * Math.PI / period;
	renderer.render(scene, camera);
}