         vec3 normal = texture(tNormal, vUv).rgb;
                            vec4 pos = texture(tPosition, vUv);
                            vec2 vel = texture(tVelocity, vUv).xy;
                            float depth = pos.a;

                            FragColor = texture(tScene, vUv);

                            FragColor.rgb += texture(tBloom, vUv).rgb;

                            FragColor.rgb += texture(tAdd, vUv).rgb;

                            FragColor.rgb = dither(FragColor.rgb);
         