 );
				renderer.setAnimationLoop( animate );
				renderer.autoClear = false;
				container.appendChild( renderer.domElement );

				const depthShader = BokehDepthShader;

				materialDepth = new THREE.ShaderMaterial( {
					uniforms: depthShader.uniforms,
					vertexShader: depthShader.vertexShader,
					fragmentShader: depthShader.fragmentShader
				} );

				materialDepth.uniforms[ 'mNear' ].value = camera.near;
				materialDepth.uniforms[ 'mFar' ].value = camera.far;

				// skybox

				const r = 'textu