text: export default {
    vertexShader: `
      precision mediump float;
      precision mediump int;
      attribute vec4 color;
      varying vec2 vUv;
      varying float vFade;
      void main()	{
        vUv = uv;
        vec4 localPosition = vec4( position, 1);
        vFade = clamp((localPosition.y + 3.0) / 6.0, 0.0, 1.0);
        gl_Position = projectionMatrix * modelViewMatrix * localPosition;
      }`
  };