Position;
                        uniform vec3 uLightColor;
                        uniform float uPower;
                        uniform float uAmount;
                        uniform vec2 uResolution;

                        in vec2 vUv;

                        out vec4 FragColor;

                        ${dither}

                        void main() {
                            FragColor = texture(tScene, vUv);

                            FragColor.rgb += texture(tBloom, vUv).rgb;

                 