constructor( damp = 0.96 ) {

		super();

		/**
		 * The pass uniforms. Use this object if you want to update the
		 * `damp` value at runtime.
		 * ```js
		 * pass.uniforms.damp.value = 0.9;
		 * ```
		 *
		 * @type {Object}
		 */
		this.uniforms = UniformsUtils.clone( AfterimageShader.uniforms );

		this.damp = damp;

		/**
		 * The composition material.
		 *
		 * @type {ShaderMaterial}
		 */
		this.compFsMaterial = new ShaderMaterial( {

			uniforms: this.uniforms,
			vertexShader: AfterimageShader.vertexShader,
			fragmentShader: AfterimageShader.fragmentShader

		} );

		/**
		 * The copy material.
		 *
		 * @type {ShaderMaterial}
		 */
		this.copyFsMaterial = new ShaderMaterial( {
			uniforms: UniformsUtils.clone( CopyShader.uniforms ),
			vertexShader: CopyShader.vertexShader,
			fragmentShader: CopyShader.fragmentShader,
			blending: NoBlending,
			depthTest: false,
			depthWrite: false
		} );

		// internals

		this._textureComp = new WebGLRenderTarget( window.innerWidth, window.innerHeight, {
			magFilter: NearestFilter,
			type: HalfFloatType
		} );

		this._textureOld = new WebGLRenderTarget( window.innerWidth, window.innerHeight, {
			magFilter: NearestFilter,
			type: HalfFloatType
		} );

		this._compFsQuad = new FullScreenQuad( this.compFsMaterial );
		this._copyFsQuad = new FullScreenQuad( this.copyFsMaterial );

	}
Constructs a new after image pass.

@param {number} [damp=0.96] - The damping intensity. A higher value means a stronger after image effect.