text: var HazeShader = {
  
  	uniforms: {
          
          'tDepth': { value: null },
  
          'tDiffuse': { value: null },
  
  	},
  
  	vertexShader: [
  
  		'varying vec2 vUv;',
  
  		'void main() {',
  
  		'	vUv = uv;',
  
  		'	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  
  		'}'
  
  	].join( '\n' ),
  
  	fragmentShader: [
  
          '#include <common>',
          
          '#include <packing>',
          
          'uniform sampler2D tDepth;',
  
          'uniform sampler2D tDiffuse;',
  
          'varying vec2 vUv;',
          
          'float readDepth( sampler2D depthSampler, vec2 coord ) {',
  
          '   float cameraFar = 200.0;',
  
          '   float fragCoordZ = texture2D( depthSampler, coord ).x;',
  
          '   float viewZ = perspectiveDepthToViewZ( fragCoordZ, 1.0, cameraFar );',
  
          '   return viewZToOrthographicDepth( viewZ, 1.0, cameraFar );',
  
          '}',
  
  		'void main() {',
  
          '   float depth = readDepth( tDepth, vUv );',
  
          '	vec4 color = texture2D( tDiffuse, vUv );',
  
          '   vec4 haze = vec4( 0.9, 0.8, 0.8, 1.0);',
  
          '   float intensity = depth * 0.6;',
  
          '   gl_FragColor = mix(color, haze, intensity);',
  
  		'}'
  
  	].join( '\n' )
  
  };
  
  export {HazeShader};