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

		// pass 1

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

		this._fsQuad.material = this._materialEdges;

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

		// pass 2

		this._fsQuad.material = this._materialWeights;

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

		// pass 3

		this._uniformsBlend[ 'tColor' ].value = readBuffer.texture;

		this._fsQuad.material = this._materialBlend;

		if ( this.renderToScreen ) {

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

		} else {

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

		}

	}
Performs the SMAA 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.