function RenderPass(scene, camera) {
	    var _this;

	    var options = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : {};

	    classCallCheck(this, RenderPass);

	    _this = possibleConstructorReturn(this, getPrototypeOf$2(RenderPass).call(this, "RenderPass", scene, camera, null));
	    _this.needsSwap = false;
	    /**
	     * A clear pass.
	     *
	     * @type {ClearPass}
	     */

	    _this.clearPass = new ClearPass(options);
	    /**
	     * An override material.
	     *
	     * @type {Material}
	     */

	    _this.overrideMaterial = options.overrideMaterial !== undefined ? options.overrideMaterial : null;
	    /**
	     * Indicates whether the depth buffer should be cleared explicitly.
	     *
	     * @type {Boolean}
	     */

	    _this.clearDepth = options.clearDepth !== undefined ? options.clearDepth : false;
	    /**
	     * Indicates whether the color, depth and stencil buffers should be cleared.
	     *
	     * Even with clear set to true you can prevent specific buffers from being
	     * cleared by setting either the autoClearColor, autoClearStencil or
	     * autoClearDepth properties of the renderer to false.
	     *
	     * @type {Boolean}
	     */

	    _this.clear = options.clear !== undefined ? options.clear : true;
	    return _this;
	  }
Constructs a new render pass.

@param {Scene} scene - The scene to render.
@param {Camera} camera - The camera to use to render the scene.
@param {Object} [options] - Additional options.
@param {Material} [options.overrideMaterial=null] - An override material for the scene.
@param {Color} [options.clearColor=null] - An override clear color.
@param {Number} [options.clearAlpha=1.0] - An override clear alpha.
@param {Boolean} [options.clearDepth=false] - Whether depth should be cleared explicitly.
@param {Boolean} [options.clear=true] - Whether all buffers should be cleared.