
	];

	const composer = new EffectComposer( renderer );
	composer.addPass( new RenderPass( scene, camera ) );

	const colorShader = {
		uniforms: {
			tDiffuse: { value: null },
			color: { value: new THREE.Color( 0x88CCFF ) },
		},
		vertexShader: `
      varying vec2 vUv;
      void main() {
        vUv = uv;
        gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1);
      }
    `,
		fragmentShader: `
      uniform vec3 color;
      uniform sampler2D tDiffuse;
      varying vec2 vUv;
  