ition;
                        in vec2 uv;

                        out vec2 vUv;

                        void main() {
                            vUv = uv;

                            gl_Position = vec4(position, 1.0);
                        }
                    `,
                    fragmentShader: /* glsl */ `
                        precision highp float;

                        uniform sampler2D tScene;
                        uniform sampler2D tBloom;
                        uniform vec2 uLight