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

		if ( this.uniforms[ this.textureID ] ) {

			this.uniforms[ this.textureID ].value = readBuffer.texture;

		}

		this._fsQuad.material = this.material;

		if ( this.renderToScreen ) {

			renderer.setRenderTarget( null );
			this._fsQuad.render( renderer );

		} else {

			renderer.setRenderTarget( writeBuffer );
			// TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600
			if ( this.clear ) renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
			this._fsQuad.render( renderer );

		}

	}
Performs the shader 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.