_createFrameBuffer() {
        const target = new RenderTarget(this.renderer, {
            shaderPass: this,
            clear: this._shouldClear,
            depth: this._depth,
            texturesOptions: this._texturesOptions,
        });
        this.setRenderTarget(target);
    }
Here we create our frame buffer object
     We're also adding a render buffer object to handle depth inside our shader pass
*