constructor({
        dithering = false
    } = {}) {
        super({
            glslVersion: GLSL3,
            defines: {
                NUM_MIPS: 5,
                DITHERING: dithering
            },
            uniforms: {
                tBlur1: { value: null },
                tBlur2: { value: null },
                tBlur3: { value: null },
                tBlur4: { value: null },
                tBlur5: { value: null },
                uBloomFactors: { value: null }
            },
            vertexShader,
            fragmentShader,
            blending: NoBlending,
            depthTest: false,
            depthWrite: false
        });
    }
A bloom composite pass material based on the bloom from Unreal Engine.