function AfterimagePass(damp)
{
	Pass.call(this);

	this.type = "Afterimage";

	this.uniforms = UniformsUtils.clone(AfterimageShader.uniforms);

	this.textureComp = new WebGLRenderTarget(1, 1,
		{
			minFilter: LinearFilter,
			magFilter: NearestFilter,
			format: RGBAFormat
		});

	this.textureOld = new WebGLRenderTarget(1, 1,
		{
			minFilter: LinearFilter,
			magFilter: NearestFilter,
			format: RGBAFormat
		});

	this.shaderMaterial = new ShaderMaterial(
		{
			uniforms: this.uniforms,
			vertexShader: AfterimageShader.vertexShader,
			fragmentShader: AfterimageShader.fragmentShader
		});

	this.basicMaterial = new MeshBasicMaterial();

	this.createQuadScene();

	Object.defineProperties(this,
		{
		/**
		 * Dampening applied to the previous frame.
		 *
		 * @property damp
		 * @type {number}
		 */
			damp:
		{
			get: function() {return this.uniforms["damp"].value;},
			set: function(value) {this.uniforms["damp"].value = value;}
		}
		});

	this.damp = damp !== undefined ? damp : 0.96;
}
After image render pass blends the current frame with the previous frame.

A dampening value is applied in the blend, that is performed additively.


@class AfterimagePass
@module Postprocessing