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

		renderer.setRenderTarget( this._renderTargetA );
		renderer.render( this.sceneA, this.cameraA );
		renderer.setRenderTarget( this._renderTargetB );
		renderer.render( this.sceneB, this.cameraB );

		const uniforms = this._fsQuad.material.uniforms;
		uniforms.tDiffuse1.value = this._renderTargetA.texture;
		uniforms.tDiffuse2.value = this._renderTargetB.texture;

		if ( this.renderToScreen ) {

			renderer.setRenderTarget( null );
			renderer.clear();

		} else {

			renderer.setRenderTarget( writeBuffer );
			if ( this.clear ) renderer.clear();

		}

		this._fsQuad.render( renderer );

	}
Performs the transition 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.