.0);
                        }
                    `,
                    fragmentShader: /* glsl */ `
                        precision highp float;

                        uniform sampler2D tScene;
                        uniform sampler2D tBloom;
                        uniform sampler2D tFluid;
                        uniform float uBloomDistortion;

                        in vec2 vUv;

                        out vec4 FragColor;

                        ${rgbshift}
                        ${dither}

