render( renderer, writeBuffer, readBuffer, deltaTime/*, maskActive*/ ) {

		if ( this.accumulate === false ) {

			super.render( renderer, writeBuffer, readBuffer, deltaTime );

			this.accumulateIndex = - 1;
			return;

		}

		const jitterOffsets = _JitterVectors[ 5 ];

		if ( this._sampleRenderTarget === null ) {

			this._sampleRenderTarget = new WebGLRenderTarget( readBuffer.width, readBuffer.height, { type: HalfFloatType } );
			this._sampleRenderTarget.texture.name = 'TAARenderPass.sample';

		}

		if ( this._holdRenderTarget === null ) {

			this._holdRenderTarget = new WebGLRenderTarget( readBuffer.width, readBuffer.height, { type: HalfFloatType } );
			this._holdRenderTarget.texture.name = 'TAARenderPass.hold';

		}

		if ( this.accumulateIndex === - 1 ) {

			super.render( renderer, this._holdRenderTarget, readBuffer, deltaTime );

			this.accumulateIndex = 0;

		}

		const autoClear = renderer.autoClear;
		renderer.autoClear = false;

		renderer.getClearColor( this._oldClearColor );
		const oldClearAlpha = renderer.getClearAlpha();

		const sampleWeight = 1.0 / ( jitterOffsets.length );

		if ( this.accumulateIndex >= 0 && this.accumulateIndex < jitterOffsets.length ) {

			this._copyUniforms[ 'opacity' ].value = sampleWeight;
			this._copyUniforms[ 'tDiffuse' ].value = writeBuffer.texture;

			// render the scene multiple times, each slightly jitter offset from the last and accumulate the results.
			const numSamplesPerFrame = Math.pow( 2, this.sampleLevel );
			for ( let i = 0; i < numSamplesPerFrame; i ++ ) {

				const j = this.accumulateIndex;
				const jitterOffset = jitterOffsets[ j ];

				if ( this.camera.setViewOffset ) {

					this.camera.setViewOffset( readBuffer.width, readBuffer.height,
						jitterOffset[ 0 ] * 0.0625, jitterOffset[ 1 ] * 0.0625, // 0.0625 = 1 / 16
						readBuffer.width, readBuffer.height );

				}

				renderer.setRenderTarget( writeBuffer );
				renderer.setClearColor( this.clearColor, this.clearAlpha );
				renderer.clear();
				renderer.render( this.scene, this.camera );

				renderer.setRenderTarget( this._sampleRenderTarget );
				if ( this.accumulateIndex === 0 ) {

					renderer.setClearColor( 0x000000, 0.0 );
					renderer.clear();

				}

				this._fsQuad.render( renderer );

				this.accumulateIndex ++;

				if ( this.accumulateIndex >= jitterOffsets.length ) break;

			}

			if ( this.camera.clearViewOffset ) this.camera.clearViewOffset();

		}

		renderer.setClearColor( this.clearColor, this.clearAlpha );
		const accumulationWeight = this.accumulateIndex * sampleWeight;

		if ( accumulationWeight > 0 ) {

			this._copyUniforms[ 'opacity' ].value = 1.0;
			this._copyUniforms[ 'tDiffuse' ].value = this._sampleRenderTarget.texture;
			renderer.setRenderTarget( writeBuffer );
			renderer.clear();
			this._fsQuad.render( renderer );

		}

		if ( accumulationWeight < 1.0 ) {

			this._copyUniforms[ 'opacity' ].value = 1.0 - accumulationWeight;
			this._copyUniforms[ 'tDiffuse' ].value = this._holdRenderTarget.texture;
			renderer.setRenderTarget( writeBuffer );
			this._fsQuad.render( renderer );

		}

		renderer.autoClear = autoClear;
		renderer.setClearColor( this._oldClearColor, oldClearAlpha );

	}
Performs the TAA render pass.

@param {WebGLRenderer} renderer - The renderer.
@param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
destination for the pass.
@param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
previous pass from this buffer.
@param {number} deltaTime - The delta time in seconds.
@param {boolean} maskActive - Whether masking is active or not.