        void main() {
                            vUv = uv;

                            gl_Position = vec4(position, 1.0);
                        }
                    `,
                    fragmentShader: /* glsl */ `
                        precision highp float;

                        uniform sampler2D tColor;
                        uniform sampler2D tNormal;
                        uniform sampler2D tPosition;
                        uniform sampler2D tVelocity;
                        uniform sam