function Pass() {
	    var name = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : "Pass";
	    var scene = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : new Scene();
	    var camera = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : new OrthographicCamera(-1, 1, 1, -1, 0, 1);
	    var quad = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : new Mesh(new PlaneBufferGeometry(2, 2), null);

	    classCallCheck(this, Pass);

	    /**
	     * The name of this pass.
	     *
	     * @type {String}
	     */
	    this.name = name;
	    /**
	     * The scene to render.
	     *
	     * @type {Scene}
	     * @protected
	     */

	    this.scene = scene;
	    /**
	     * The camera.
	     *
	     * @type {Camera}
	     * @protected
	     */

	    this.camera = camera;
	    /**
	     * A quad mesh that fills the screen.
	     *
	     * @type {Mesh}
	     * @private
	     */

	    this.quad = quad;

	    if (this.quad !== null) {
	      this.quad.frustumCulled = false;

	      if (this.scene !== null) {
	        this.scene.add(this.quad);
	      }
	    }
	    /**
	     * Indicates whether this pass should render to screen.
	     *
	     * @type {Boolean}
	     */


	    this.renderToScreen = false;
	    /**
	     * Indicates whether this pass should be executed.
	     *
	     * @type {Boolean}
	     */

	    this.enabled = true;
	    /**
	     * Indicates whether the {@link EffectComposer} should swap the frame
	     * buffers after this pass has finished rendering.
	     *
	     * Set this to `false` if this pass doesn't render to the output buffer or
	     * the screen. Otherwise, the contents of the input buffer will be lost.
	     *
	     * @type {Boolean}
	     */

	    this.needsSwap = true;
	  }
Constructs a new pass.

@param {String} [name] - The name of this pass.
@param {Scene} [scene] - The scene to render.
@param {Camera} [camera] - The camera.
@param {Mesh} [quad] - A quad that fills the screen to render 2D filter effects. Set this to null, if you don't need it (see {@link RenderPass}).