function GodRaysMaterial() {
	    var options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};

	    classCallCheck(this, GodRaysMaterial);

	    var settings = Object.assign({
	      exposure: 0.6,
	      density: 0.93,
	      decay: 0.96,
	      weight: 0.4,
	      clampMax: 1.0
	    }, options);
	    return possibleConstructorReturn(this, getPrototypeOf$2(GodRaysMaterial).call(this, {
	      type: "GodRaysMaterial",
	      defines: {
	        NUM_SAMPLES_FLOAT: "60.0",
	        NUM_SAMPLES_INT: "60"
	      },
	      uniforms: {
	        tDiffuse: new Uniform(null),
	        lightPosition: new Uniform(null),
	        exposure: new Uniform(settings.exposure),
	        decay: new Uniform(settings.decay),
	        density: new Uniform(settings.density),
	        weight: new Uniform(settings.weight),
	        clampMax: new Uniform(settings.clampMax)
	      },
	      fragmentShader: fragment$10,
	      vertexShader: vertex$10,
	      depthWrite: false,
	      depthTest: false
	    }));
	  }
Constructs a new god rays material.

@param {Object} [options] - The options.
@param {Number} [options.density=0.96] - The density of the light rays.
@param {Number} [options.decay=0.93] - An illumination decay factor.
@param {Number} [options.weight=0.4] - A light ray weight factor.
@param {Number} [options.exposure=0.6] - A constant attenuation coefficient.
@param {Number} [options.clampMax=1.0] - An upper bound for the saturation of the overall effect.