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

		this.uniforms[ 'tOld' ].value = this._textureOld.texture;
		this.uniforms[ 'tNew' ].value = readBuffer.texture;

		renderer.setRenderTarget( this._textureComp );
		this._compFsQuad.render( renderer );

		this._copyFsQuad.material.uniforms.tDiffuse.value = this._textureComp.texture;

		if ( this.renderToScreen ) {

			renderer.setRenderTarget( null );
			this._copyFsQuad.render( renderer );

		} else {

			renderer.setRenderTarget( writeBuffer );

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

			this._copyFsQuad.render( renderer );

		}

		// Swap buffers.
		const temp = this._textureOld;
		this._textureOld = this._textureComp;
		this._textureComp = temp;
		// Now textureOld contains the latest image, ready for the next frame.

	}
Performs the after image 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.