constructor( scene, camera ) {

		super( PassNode.COLOR, scene, camera );

		/**
		 * This flag can be used for type testing.
		 *
		 * @type {boolean}
		 * @readonly
		 * @default true
		 */
		this.isTRAAPassNode = true;

		/**
		 * The clear color of the pass.
		 *
		 * @type {Color}
		 * @default 0x000000
		 */
		this.clearColor = new Color( 0x000000 );

		/**
		 * The clear alpha of the pass.
		 *
		 * @type {number}
		 * @default 0
		 */
		this.clearAlpha = 0;

		/**
		 * The jitter index selects the current camera offset value.
		 *
		 * @private
		 * @type {number}
		 * @default 0
		 */
		this._jitterIndex = 0;

		/**
		 * Used to save the original/unjittered projection matrix.
		 *
		 * @private
		 * @type {Matrix4}
		 */
		this._originalProjectionMatrix = new Matrix4();

		/**
		 * A uniform node holding the inverse resolution value.
		 *
		 * @private
		 * @type {UniformNode<vec2>}
		 */
		this._invSize = uniform( new Vector2() );

		/**
		 * The render target that holds the current sample.
		 *
		 * @private
		 * @type {?RenderTarget}
		 * @default null
		 */
		this._sampleRenderTarget = null;

		/**
		 * The render target that represents the history of frame data.
		 *
		 * @private
		 * @type {?RenderTarget}
		 * @default null
		 */
		this._historyRenderTarget = null;

		/**
		 * Material used for the resolve step.
		 *
		 * @private
		 * @type {NodeMaterial}
		 */
		this._resolveMaterial = new NodeMaterial();
		this._resolveMaterial.name = 'TRAA.Resolve';

	}
Constructs a new TRAA pass node.

@param {Scene} scene - The scene to render.
@param {Camera} camera - The camera to render the scene with.