indow.innerWidth;
				postprocessing.bokeh_uniforms[ 'textureHeight' ].value = window.innerHeight;

				postprocessing.materialBokeh = new THREE.ShaderMaterial( {

					uniforms: postprocessing.bokeh_uniforms,
					vertexShader: bokeh_shader.vertexShader,
					fragmentShader: bokeh_shader.fragmentShader,
					defines: {
						RINGS: shaderSettings.rings,
						SAMPLES: shaderSettings.samples
					}

				} );

				postprocessing.quad = new THREE.Mesh( new THREE.PlaneGeometry( window.innerWidth, window.innerH