text: const SplatShader=`
  precision highp float;
  precision mediump sampler2D;
  
  varying vec2 vUv;
  uniform sampler2D uTarget;
  uniform float aspectRatio;
  uniform vec3 color;
  uniform vec2 point;
  uniform float radius;
  
  void main () {
      vec2 p = vUv - point.xy;
      p.x *= aspectRatio;
      vec3 splat = exp(-dot(p, p) / radius) * color;
      vec3 base = texture2D(uTarget, vUv).xyz;
      gl_FragColor = vec4(base + splat, 1.0);
  }
  `;
  export {SplatShader};