terial.blending = THREE.AdditiveBlending;
				fireNodeMaterial.transparent = true;
				fireNodeMaterial.depthWrite = false;

				const fireInstancedSprite = new THREE.Mesh( fireGeometry, fireNodeMaterial );
				fireInstancedSprite.scale.setScalar( 400 );
				fireInstancedSprite.count = fireCount;
				fireInstancedSprite.position.y = - 100;
				fireInstancedSprite.renderOrder = 1;
				scene.add( fireInstancedSprite );

				// indirect draw ( optional )
				// each indirect draw call is 5 uint32 values for in