render() {
    const gl = cc._renderContext;

    cc.glEnableVertexAttribs(cc.VERTEX_ATTRIB_FLAG_POS_COLOR_TEX);
    gl.bindBuffer(gl.ARRAY_BUFFER, this._quadBuffer);
    if (this._quadDirty) {
      this._quadDirty = false;
      gl.bufferData(gl.ARRAY_BUFFER, this._quad.arrayBuffer, gl.DYNAMIC_DRAW);
    }
    gl.vertexAttribPointer(cc.VERTEX_ATTRIB_POSITION, 3, gl.FLOAT, false, 24, 0);
    gl.vertexAttribPointer(cc.VERTEX_ATTRIB_COLOR, 4, gl.UNSIGNED_BYTE, true, 24, 12);
    gl.vertexAttribPointer(cc.VERTEX_ATTRIB_TEX_COORDS, 2, gl.FLOAT, false, 24, 16);

    gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
    cc.incrementGLDraws(1);
  }
Render using pass's quad. Don't forget to set the shader, matrices, and texture before calling this method!