         tScene: { value: null },
                        tBloom: { value: null },
                        tFluid: { value: null },
                        uBloomDistortion: { value: 1.5 }
                    },
                    vertexShader: /* glsl */ `
                        in vec3 position;
                        in vec2 uv;

                        out vec2 vUv;

                        void main() {
                            vUv = uv;

                            gl_Position = vec4(position, 1