updateBefore( frame ) {

		const { renderer } = frame;

		_rendererState = RendererUtils.resetRendererState( renderer, _rendererState );

		//

		const textureNode = this.textureNode;
		const map = textureNode.value;

		const textureType = map.type;

		this._compRT.texture.type = textureType;
		this._oldRT.texture.type = textureType;

		renderer.getDrawingBufferSize( _size );

		this.setSize( _size.x, _size.y );

		const currentTexture = textureNode.value;

		this.textureNodeOld.value = this._oldRT.texture;

		// comp
		_quadMeshComp.material = this._materialComposed;

		renderer.setRenderTarget( this._compRT );
		_quadMeshComp.render( renderer );

		// Swap the textures

		const temp = this._oldRT;
		this._oldRT = this._compRT;
		this._compRT = temp;

		//

		textureNode.value = currentTexture;

		RendererUtils.restoreRendererState( renderer, _rendererState );

	}
This method is used to render the effect once per frame.

@param {NodeFrame} frame - The current node frame.