function BloomPass() {
	    var _this;

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

	    classCallCheck(this, BloomPass);

	    _this = possibleConstructorReturn(this, getPrototypeOf$2(BloomPass).call(this, "BloomPass"));
	    /**
	     * A render target.
	     *
	     * @type {WebGLRenderTarget}
	     * @private
	     */

	    _this.renderTarget = new WebGLRenderTarget(1, 1, {
	      minFilter: LinearFilter,
	      magFilter: LinearFilter,
	      stencilBuffer: false,
	      depthBuffer: false
	    });
	    _this.renderTarget.texture.name = "Bloom.Target";
	    _this.renderTarget.texture.generateMipmaps = false;
	    /**
	     * A blur pass.
	     *
	     * @type {BlurPass}
	     * @private
	     */

	    _this.blurPass = new BlurPass(options);
	    /**
	     * A combine shader material.
	     *
	     * @type {CombineMaterial}
	     * @private
	     */

	    _this.combineMaterial = new CombineMaterial(options.screenMode !== undefined ? options.screenMode : true);
	    _this.intensity = options.intensity;
	    /**
	     * A luminosity shader material.
	     *
	     * @type {LuminosityMaterial}
	     * @private
	     */

	    _this.luminosityMaterial = new LuminosityMaterial(true);
	    _this.distinction = options.distinction;
	    return _this;
	  }
Constructs a new bloom pass.

@param {Object} [options] - The options.
@param {Number} [options.resolutionScale=0.5] - The render texture resolution scale, relative to the screen render size.
@param {Number} [options.kernelSize=KernelSize.LARGE] - The blur kernel size.
@param {Number} [options.intensity=1.0] - The strength of the bloom effect.
@param {Number} [options.distinction=1.0] - The luminance distinction factor. Raise this value to bring out the brighter elements in the scene.
@param {Number} [options.screenMode=true] - Whether the screen blend mode should be used for combining the bloom texture with the scene colors.