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

		const uniforms = this._fsQuad.material.uniforms;
		uniforms.normalEdgeStrength.value = this.normalEdgeStrength;
		uniforms.depthEdgeStrength.value = this.depthEdgeStrength;

		renderer.setRenderTarget( this._beautyRenderTarget );
		renderer.render( this.scene, this.camera );

		const overrideMaterial_old = this.scene.overrideMaterial;
		renderer.setRenderTarget( this._normalRenderTarget );
		this.scene.overrideMaterial = this._normalMaterial;
		renderer.render( this.scene, this.camera );
		this.scene.overrideMaterial = overrideMaterial_old;

		uniforms.tDiffuse.value = this._beautyRenderTarget.texture;
		uniforms.tDepth.value = this._beautyRenderTarget.depthTexture;
		uniforms.tNormal.value = this._normalRenderTarget.texture;

		if ( this.renderToScreen ) {

			renderer.setRenderTarget( null );

		} else {

			renderer.setRenderTarget( writeBuffer );

			if ( this.clear ) renderer.clear();

		}

		this._fsQuad.render( renderer );

	}
Performs the pixelation 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.