render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {

		const oldAutoClear = renderer.autoClear;
		renderer.autoClear = false;

		this._fsQuad.material = this.material;

		this.uniforms[ 'opacity' ].value = this.opacity;
		this.uniforms[ 'tDiffuse' ].value = this.map;
		this.material.transparent = ( this.opacity < 1.0 );

		renderer.setRenderTarget( this.renderToScreen ? null : readBuffer );
		if ( this.clear ) renderer.clear();
		this._fsQuad.render( renderer );

		renderer.autoClear = oldAutoClear;

	}
Performs the texture pass.

@param {WebGLRenderer} renderer - The renderer.
@param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
destination for the pass.
@param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
previous pass from this buffer.
@param {number} deltaTime - The delta time in seconds.
@param {boolean} maskActive - Whether masking is active or not.