Ok, I've found the solution myself.
It goes like this:
// create shape
shape = new THREE.Shape();
// move it to first point of the chord
shape.moveTo(0+(RADIUS-2)*Math.cos(-1.4639537206164), 0+(RADIUS-2)*Math.sin(-1.4639537206164));
// create all the parts afterward
shape.absarc(0, 0, (RADIUS-2), -1.4639537206164, -1.3041396376011, true);
shape.quadraticCurveTo(0, 0, 0+(RADIUS-2)*Math.cos(4.5262534414805), 0+(RADIUS-2)*Math.sin(4.5262534414805));
shape.absarc(0, 0, (RADIUS-2), 4.5262534414805, 4.6513392175639, true);
shape.quadraticCurveTo(0, 0, 0+(RADIUS-2)*Math.cos(-1.4639537206164), 0+(RADIUS-2)*Math.sin(-1.4639537206164));
// create geometry
geometry = new THREE.ShapeGeometry( shape );
// create mesh
mesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { color: 0x000000, side: THREE.DoubleSide } ) ) ;
// rotate
mesh.rotation.x = 90 * Math.PI/180;
// add to scene
scene.add( mesh );
1) create Shape object
2) move offset to the first point on the arc
3) create arc with the same center and smaller radius as circle (start angle of the first point, end angle second)
4) use quadratic curve with control point (circle center) and the third point
5) use arc the same way as before
6) complete shape with quadratic curve and the last point
7) set geometry, material, add it to scene