rying vec2 v_Uv;
				void main() {
					gl_Position = vec4(a_Position, 1.0);
					v_Uv = a_Uv;
				}
			`,
			fragmentShader: /* glsl */`
				uniform sampler2D u_CloudNoise;
				uniform vec2 u_RenderTargetSize;
				uniform float u_Time;
				varying vec2 v_Uv;
				#define T texture2D(u_CloudNoise, (s * p.zw + ceil(s * p.x)) / 200.0).y / (s += s) * 4.0
				void main() {
					vec2 x = v_Uv * u_RenderTargetSize;
					vec2 zw = x / u_RenderTargetSize.y - 0.8;
					vec4 p, d = vec4(0.8, 0.0, zw.x, zw.y);
					vec