                        void main() {
                            vec3 fluid = texture(tFluid, vUv).rgb;
                            vec2 uv = vUv - fluid.rg * 0.0002;

                            FragColor = texture(tScene, uv);

                            vec2 dir = 0.5 - vUv;
                            float angle = atan(dir.y, dir.x);
                            float amount = 0.001 * uBloomDistortion;

                            FragColor.rgb += getRGB(tBloom, uv, angle, amount).rgb;

              