constructor( center, angle, scale ) {

		super();

		/**
		 * The pass uniforms. Use this object if you want to update the
		 * `center`, `angle` or `scale` values at runtime.
		 * ```js
		 * pass.uniforms.center.value.copy( center );
		 * pass.uniforms.angle.value = 0;
		 * pass.uniforms.scale.value = 0.5;
		 * ```
		 *
		 * @type {Object}
		 */
		this.uniforms = UniformsUtils.clone( DotScreenShader.uniforms );

		if ( center !== undefined ) this.uniforms[ 'center' ].value.copy( center );
		if ( angle !== undefined ) this.uniforms[ 'angle' ].value = angle;
		if ( scale !== undefined ) this.uniforms[ 'scale' ].value = scale;

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

			name: DotScreenShader.name,
			uniforms: this.uniforms,
			vertexShader: DotScreenShader.vertexShader,
			fragmentShader: DotScreenShader.fragmentShader

		} );

		// internals

		this._fsQuad = new FullScreenQuad( this.material );

	}
Constructs a new dot screen pass.

@param {Vector2} center - The center point.
@param {number} angle - The rotation of the effect in radians.
@param {number} scale - The scale of the effect. A higher value means smaller dots.