constructor( textureNode, depthNode, normalNode, pixelSize, normalEdgeStrength, depthEdgeStrength ) {

		super( 'vec4' );

		/**
		 * The texture node that represents the beauty pass.
		 *
		 * @type {TextureNode}
		 */
		this.textureNode = textureNode;

		/**
		 * The texture that represents the beauty's depth.
		 *
		 * @type {TextureNode}
		 */
		this.depthNode = depthNode;

		/**
		 * The texture that represents the beauty's normals.
		 *
		 * @type {TextureNode}
		 */
		this.normalNode = normalNode;

		/**
		 * The pixel size.
		 *
		 * @type {Node<float>}
		 */
		this.pixelSize = pixelSize;

		/**
		 * The pixel size.
		 *
		 * @type {Node<float>}
		 */
		this.normalEdgeStrength = normalEdgeStrength;

		/**
		 * The depth edge strength.
		 *
		 * @type {Node<float>}
		 */
		this.depthEdgeStrength = depthEdgeStrength;

		/**
		 * Uniform node that represents the resolution.
		 *
		 * @type {Node<vec4>}
		 */
		this._resolution = uniform( new Vector4() );

		/**
		 * The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node updates
		 * its internal uniforms once per frame in `updateBefore()`.
		 *
		 * @type {string}
		 * @default 'frame'
		 */
		this.updateBeforeType = NodeUpdateType.FRAME;

	}
Constructs a new pixelation node.

@param {TextureNode} textureNode - The texture node that represents the beauty pass.
@param {TextureNode} depthNode - The texture that represents the beauty's depth.
@param {TextureNode} normalNode - The texture that represents the beauty's normals.
@param {Node<float>} pixelSize - The pixel size.
@param {Node<float>} normalEdgeStrength - The normal edge strength.
@param {Node<float>} depthEdgeStrength - The depth edge strength.