constructor( scene, camera ) {

		super( PassNode.COLOR, scene, camera );

		/**
		 * This flag can be used for type testing.
		 *
		 * @type {boolean}
		 * @readonly
		 * @default true
		 */
		this.isStereoCompositePassNode = true;

		/**
		 * The internal stereo camera that is used to render the scene.
		 *
		 * @type {StereoCamera}
		 */
		this.stereo = new StereoCamera();
		const _params = { minFilter: LinearFilter, magFilter: NearestFilter, type: HalfFloatType };

		/**
		 * The render target for rendering the left eye's view.
		 *
		 * @type {RenderTarget}
		 */
		this._renderTargetL = new RenderTarget( 1, 1, _params );

		/**
		 * The render target for rendering the right eye's view.
		 *
		 * @type {RenderTarget}
		 */
		this._renderTargetR = new RenderTarget( 1, 1, _params );

		/**
		 * A texture node representing the left's eye view.
		 *
		 * @type {TextureNode}
		 */
		this._mapLeft = texture( this._renderTargetL.texture );

		/**
		 * A texture node representing the right's eye view.
		 *
		 * @type {TextureNode}
		 */
		this._mapRight = texture( this._renderTargetR.texture );

		/**
		 * The node material that implements the composite. All
		 * derived effect passes must provide an instance for rendering.
		 *
		 * @type {NodeMaterial}
		 */
		this._material = null;

	}
Constructs a new stereo composite pass node.

@param {Scene} scene - The scene to render.
@param {Camera} camera - The camera to render the scene with.