sh(...vertex.norm);
    uvs.push(...vertex.uv);
  }

  const geometry = new THREE.BufferGeometry();
  const positionNumComponents = 3;
  const normalNumComponents = 3;
  const uvNumComponents = 2;
  geometry.setAttribute(
      'position',
      new THREE.BufferAttribute(new Float32Array(positions), positionNumComponents));
  geometry.setAttribute(
      'normal',
      new THREE.BufferAttribute(new Float32Array(normals), normalNumComponents));
  geometry.setAttribute(
      'uv',
      new THREE.BufferAttr