text: 
  
  class ShaderPass extends Pass {
  
  	constructor( shader, textureID ) {
  
  		super();
  
  		this.textureID = ( textureID !== undefined ) ? textureID : 'tDiffuse';
  
  		if ( shader instanceof ShaderMaterial ) {
  
  			this.uniforms = shader.uniforms;
  
  			this.material = shader;
  
  		} else if ( shader ) {
  
  			this.uniforms = UniformsUtils.clone( shader.uniforms );
  
  			this.material = new ShaderMaterial( {
  
  				defines: Object.assign( {}, shader.defines ),
  				uniforms: this.uniforms,
  				vertexShader: shader.vertexShader,
  				fragmentShader: shader.fragmentShader
  
  			} );
  
  		}
  
  		this.fsQuad = new FullScreenQuad( this.material );
  
  	}
  
  	render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
  
  		if ( this.uniforms[ this.textureID ] ) {
  
  			this.uniforms[ this.textureID ].value = readBuffer.texture;
  
  		}
  
  		this.fsQuad.material = this.material;
  
  		if ( this.renderToScreen ) {
  
  			renderer.setRenderTarget( null );
  			this.fsQuad.render( renderer );
  
  		} else {
  
  			renderer.setRenderTarget( writeBuffer );
  			// TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600
  			if ( this.clear ) renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  			this.fsQuad.render( renderer );
  
  		}
  
  	}
  
  }
  
  
  