
        };

        uniform sampler2D tex;
        
        in vec3 vPosition;
        in vec2 vUV;
        in vec3 vNormal;
        in vec3 vVelocity;
        in vec2 vScreenVelocity;

        layout(location=0) out vec4 fragColor;
        layout(location=1) out vec2 screenVelocity;
        void main() {
            screenVelocity = vScreenVelocity;

            vec3 color = texture(tex, vUV).rgb;

            vec3 normal = normalize(vNormal);
            vec3 eyeVec = normalize(eyePosition.xyz - vPositio