constructor( textureNode, damp = 0.96 ) {

		super( 'vec4' );

		/**
		 * The texture node that represents the input of the effect.
		 *
		 * @type {TextureNode}
		 */
		this.textureNode = textureNode;

		/**
		 * The texture represents the pervious frame.
		 *
		 * @type {TextureNode}
		 */
		this.textureNodeOld = texture( null );

		/**
		 * How quickly the after-image fades. A higher value means the after-image
		 * persists longer, while a lower value means it fades faster. Should be in
		 * the range `[0, 1]`.
		 *
		 * @type {UniformNode<float>}
		 */
		this.damp = uniform( damp );

		/**
		 * The render target used for compositing the effect.
		 *
		 * @private
		 * @type {RenderTarget}
		 */
		this._compRT = new RenderTarget( 1, 1, { depthBuffer: false } );
		this._compRT.texture.name = 'AfterImageNode.comp';

		/**
		 * The render target that represents the previous frame.
		 *
		 * @private
		 * @type {RenderTarget}
		 */
		this._oldRT = new RenderTarget( 1, 1, { depthBuffer: false } );
		this._oldRT.texture.name = 'AfterImageNode.old';

		/**
		 * The result of the effect is represented as a separate texture node.
		 *
		 * @private
		 * @type {PassTextureNode}
		 */
		this._textureNode = passTexture( this, this._compRT.texture );

		/**
		 * The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node renders
		 * its effect once per frame in `updateBefore()`.
		 *
		 * @type {string}
		 * @default 'frame'
		 */
		this.updateBeforeType = NodeUpdateType.FRAME;

	}
Constructs a new after image node.

@param {TextureNode} textureNode - The texture node that represents the input of the effect.
@param {number} [damp=0.96] - The damping intensity. A higher value means a stronger after image effect.