function SMAAPass(searchImage, areaImage) {
	    var _this;

	    classCallCheck(this, SMAAPass);

	    _this = possibleConstructorReturn(this, getPrototypeOf$2(SMAAPass).call(this, "SMAAPass"));
	    /**
	     * A clear pass for the color edges buffer.
	     *
	     * @type {ClearPass}
	     * @private
	     */

	    _this.clearPass = new ClearPass({
	      clearColor: new Color(0x000000),
	      clearAlpha: 1.0
	    });
	    /**
	     * A render target for the color edge detection.
	     *
	     * @type {WebGLRenderTarget}
	     * @private
	     */

	    _this.renderTargetColorEdges = new WebGLRenderTarget(1, 1, {
	      minFilter: LinearFilter,
	      format: RGBFormat,
	      stencilBuffer: false,
	      depthBuffer: false
	    });
	    _this.renderTargetColorEdges.texture.name = "SMAA.ColorEdges";
	    _this.renderTargetColorEdges.texture.generateMipmaps = false;
	    /**
	     * A render target for the SMAA weights.
	     *
	     * @type {WebGLRenderTarget}
	     * @private
	     */

	    _this.renderTargetWeights = _this.renderTargetColorEdges.clone();
	    _this.renderTargetWeights.texture.name = "SMAA.Weights";
	    _this.renderTargetWeights.texture.format = RGBAFormat;
	    /**
	     * Color edge detection shader material.
	     *
	     * @type {ColorEdgesMaterial}
	     * @private
	     */

	    _this.colorEdgesMaterial = new ColorEdgesMaterial();
	    /**
	     * SMAA weights shader material.
	     *
	     * @type {SMAAWeightsMaterial}
	     * @private
	     */

	    _this.weightsMaterial = new SMAAWeightsMaterial();
	    _this.weightsMaterial.uniforms.tDiffuse.value = _this.renderTargetColorEdges.texture;
	    /**
	     * The SMAA search texture.
	     *
	     * @type {Texture}
	     * @private
	     */

	    _this.searchTexture = new Texture(searchImage);
	    _this.searchTexture.name = "SMAA.Search";
	    _this.searchTexture.magFilter = NearestFilter;
	    _this.searchTexture.minFilter = NearestFilter;
	    _this.searchTexture.format = RGBAFormat;
	    _this.searchTexture.generateMipmaps = false;
	    _this.searchTexture.needsUpdate = true;
	    _this.searchTexture.flipY = false;
	    _this.weightsMaterial.uniforms.tSearch.value = _this.searchTexture;
	    /**
	     * The SMAA area texture.
	     *
	     * @type {Texture}
	     * @private
	     */

	    _this.areaTexture = new Texture(areaImage);
	    _this.areaTexture.name = "SMAA.Area";
	    _this.areaTexture.minFilter = LinearFilter;
	    _this.areaTexture.format = RGBAFormat;
	    _this.areaTexture.generateMipmaps = false;
	    _this.areaTexture.needsUpdate = true;
	    _this.areaTexture.flipY = false;
	    _this.weightsMaterial.uniforms.tArea.value = _this.areaTexture;
	    /**
	     * SMAA blend shader material.
	     *
	     * @type {SMAABlendMaterial}
	     * @private
	     */

	    _this.blendMaterial = new SMAABlendMaterial();
	    _this.blendMaterial.uniforms.tWeights.value = _this.renderTargetWeights.texture;
	    return _this;
	  }
Constructs a new SMAA pass.

@param {Image} searchImage - The SMAA search image. Preload this image using the {@link searchImageDataURL}.
@param {Image} areaImage - The SMAA area image. Preload this image using the {@link areaImageDataURL}.