render( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive */ ) {

		if ( ! this._sampleRenderTarget ) {

			this._sampleRenderTarget = new WebGLRenderTarget( readBuffer.width, readBuffer.height, { type: HalfFloatType, stencilBuffer: this.stencilBuffer } );
			this._sampleRenderTarget.texture.name = 'SSAARenderPass.sample';

		}

		const jitterOffsets = _JitterVectors[ Math.max( 0, Math.min( this.sampleLevel, 5 ) ) ];

		const autoClear = renderer.autoClear;
		renderer.autoClear = false;

		renderer.getClearColor( this._oldClearColor );
		const oldClearAlpha = renderer.getClearAlpha();

		const baseSampleWeight = 1.0 / jitterOffsets.length;
		const roundingRange = 1 / 32;
		this._copyUniforms[ 'tDiffuse' ].value = this._sampleRenderTarget.texture;

		const viewOffset = {

			fullWidth: readBuffer.width,
			fullHeight: readBuffer.height,
			offsetX: 0,
			offsetY: 0,
			width: readBuffer.width,
			height: readBuffer.height

		};

		const originalViewOffset = Object.assign( {}, this.camera.view );

		if ( originalViewOffset.enabled ) Object.assign( viewOffset, originalViewOffset );

		// render the scene multiple times, each slightly jitter offset from the last and accumulate the results.
		for ( let i = 0; i < jitterOffsets.length; i ++ ) {

			const jitterOffset = jitterOffsets[ i ];

			if ( this.camera.setViewOffset ) {

				this.camera.setViewOffset(

					viewOffset.fullWidth, viewOffset.fullHeight,

					viewOffset.offsetX + jitterOffset[ 0 ] * 0.0625, viewOffset.offsetY + jitterOffset[ 1 ] * 0.0625, // 0.0625 = 1 / 16

					viewOffset.width, viewOffset.height

				);

			}

			let sampleWeight = baseSampleWeight;

			if ( this.unbiased ) {

				// the theory is that equal weights for each sample lead to an accumulation of rounding errors.
				// The following equation varies the sampleWeight per sample so that it is uniformly distributed
				// across a range of values whose rounding errors cancel each other out.

				const uniformCenteredDistribution = ( - 0.5 + ( i + 0.5 ) / jitterOffsets.length );
				sampleWeight += roundingRange * uniformCenteredDistribution;

			}

			this._copyUniforms[ 'opacity' ].value = sampleWeight;
			renderer.setClearColor( this.clearColor, this.clearAlpha );
			renderer.setRenderTarget( this._sampleRenderTarget );
			renderer.clear();
			renderer.render( this.scene, this.camera );

			renderer.setRenderTarget( this.renderToScreen ? null : writeBuffer );

			if ( i === 0 ) {

				renderer.setClearColor( 0x000000, 0.0 );
				renderer.clear();

			}

			this._fsQuad.render( renderer );

		}

		if ( this.camera.setViewOffset && originalViewOffset.enabled ) {

			this.camera.setViewOffset(

				originalViewOffset.fullWidth, originalViewOffset.fullHeight,

				originalViewOffset.offsetX, originalViewOffset.offsetY,

				originalViewOffset.width, originalViewOffset.height

			);

		} else if ( this.camera.clearViewOffset ) {

			this.camera.clearViewOffset();

		}

		renderer.autoClear = autoClear;
		renderer.setClearColor( this._oldClearColor, oldClearAlpha );

	}
Performs the SSAA render pass.

@param {WebGLRenderer} renderer - The renderer.
@param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
destination for the pass.
@param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
previous pass from this buffer.
@param {number} deltaTime - The delta time in seconds.
@param {boolean} maskActive - Whether masking is active or not.