function EffectComposer() {
	    var renderer = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : null;
	    var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};

	    classCallCheck(this, EffectComposer);

	    /**
	     * The renderer.
	     *
	     * You may replace the renderer at any time by using
	     * {@link EffectComposer#replaceRenderer}.
	     *
	     * @type {WebGLRenderer}
	     */
	    this.renderer = renderer;
	    /**
	     * The input buffer.
	     *
	     * Reading from and writing to the same render target should be avoided.
	     * Therefore, two seperate yet identical buffers are used.
	     *
	     * @type {WebGLRenderTarget}
	     * @private
	     */

	    this.inputBuffer = null;
	    /**
	     * The output buffer.
	     *
	     * @type {WebGLRenderTarget}
	     * @private
	     */

	    this.outputBuffer = null;

	    if (this.renderer !== null) {
	      this.renderer.autoClear = false;
	      this.inputBuffer = this.createBuffer(options.depthBuffer !== undefined ? options.depthBuffer : true, options.stencilBuffer !== undefined ? options.stencilBuffer : false, options.depthTexture !== undefined ? options.depthTexture : false);
	      this.outputBuffer = this.inputBuffer.clone();
	    }
	    /**
	     * A copy pass used for copying masked scenes.
	     *
	     * @type {ShaderPass}
	     * @private
	     */


	    this.copyPass = new ShaderPass(new CopyMaterial());
	    /**
	     * The passes.
	     *
	     * @type {Pass[]}
	     * @private
	     */

	    this.passes = [];
	  }
Constructs a new effect composer.

@param {WebGLRenderer} [renderer] - The renderer that should be used.
@param {Object} [options] - The options.
@param {Boolean} [options.depthBuffer=true] - Whether the main render targets should have a depth buffer.
@param {Boolean} [options.stencilBuffer=false] - Whether the main render targets should have a stencil buffer.
@param {Boolean} [options.depthTexture=false] - Set to true if one of your passes relies on a depth texture.