constructor( renderTarget ) {

		super();

		/**
		 * The pass uniforms.
		 *
		 * @type {Object}
		 */
		this.uniforms = UniformsUtils.clone( CopyShader.uniforms );

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

			uniforms: this.uniforms,
			vertexShader: CopyShader.vertexShader,
			fragmentShader: CopyShader.fragmentShader,
			blending: NoBlending

		} );

		/**
		 * The render target which is used to save the read buffer.
		 *
		 * @type {WebGLRenderTarget}
		 */
		this.renderTarget = renderTarget;

		if ( this.renderTarget === undefined ) {

			this.renderTarget = new WebGLRenderTarget( 1, 1, { type: HalfFloatType } ); // will be resized later
			this.renderTarget.texture.name = 'SavePass.rt';

		}

		/**
		 * Overwritten to disable the swap.
		 *
		 * @type {boolean}
		 * @default false
		 */
		this.needsSwap = false;

		// internals

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

	}
Constructs a new save pass.

@param {WebGLRenderTarget} [renderTarget] - The render target for saving the read buffer.
If not provided, the pass automatically creates a render target.