function SavePass(renderTarget) {
	    var _this;

	    var resize = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : true;

	    classCallCheck(this, SavePass);

	    _this = possibleConstructorReturn(this, getPrototypeOf$2(SavePass).call(this, "SavePass"));
	    _this.material = new CopyMaterial();
	    _this.needsSwap = false;
	    /**
	     * The render target.
	     *
	     * @type {WebGLRenderTarget}
	     */

	    _this.renderTarget = renderTarget !== undefined ? renderTarget : new WebGLRenderTarget(1, 1, {
	      minFilter: LinearFilter,
	      magFilter: LinearFilter,
	      stencilBuffer: false,
	      depthBuffer: false
	    });
	    _this.renderTarget.texture.name = "Save.Target";
	    _this.renderTarget.texture.generateMipmaps = false;
	    /**
	     * Indicates whether the render target should be resized when the size of
	     * the composer's frame buffer changes.
	     *
	     * @type {Boolean}
	     */

	    _this.resize = resize;
	    return _this;
	  }
Constructs a new save pass.

@param {WebGLRenderTarget} [renderTarget] - The render target to use for saving the input buffer.
@param {Boolean} [resize=true] - Whether the render target should adjust to the size of the input buffer.