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

		this.uniforms[ 'tDiffuse' ].value = readBuffer.texture;

		renderer.setRenderTarget( this.renderTarget );
		if ( this.clear ) renderer.clear();
		this._fsQuad.render( renderer );

	}
Performs the save 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.