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

		// Render depth into texture

		this.scene.overrideMaterial = this._materialDepth;

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

		renderer.setClearColor( 0xffffff );
		renderer.setClearAlpha( 1.0 );
		renderer.setRenderTarget( this._renderTargetDepth );
		renderer.clear();
		renderer.render( this.scene, this.camera );

		// Render bokeh composite

		this.uniforms[ 'tColor' ].value = readBuffer.texture;
		this.uniforms[ 'nearClip' ].value = this.camera.near;
		this.uniforms[ 'farClip' ].value = this.camera.far;

		if ( this.renderToScreen ) {

			renderer.setRenderTarget( null );
			this._fsQuad.render( renderer );

		} else {

			renderer.setRenderTarget( writeBuffer );
			renderer.clear();
			this._fsQuad.render( renderer );

		}

		this.scene.overrideMaterial = null;
		renderer.setClearColor( this._oldClearColor );
		renderer.setClearAlpha( oldClearAlpha );
		renderer.autoClear = oldAutoClear;

	}
Performs the Bokeh 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.