eight ), postprocessing.materialBokeh );
				postprocessing.quad.position.z = - 500;
				postprocessing.scene.add( postprocessing.quad );

			}

			function shaderUpdate() {

				postprocessing.materialBokeh.defines.RINGS = shaderSettings.rings;
				postprocessing.materialBokeh.defines.SAMPLES = shaderSettings.samples;
				postprocessing.materialBokeh.needsUpdate = true;

			}

			function animate() {

				render();
				stats.update();

			}

			function linearize( depth ) {

				const zfar = camera.far;
		