     renderer.setRenderTarget(renderTargetBlurB);
                renderer.clear();
                renderer.render(this.screen, this.screenCamera);

                this.vBlurMaterial.uniforms.tMap.value = renderTargetBlurB.texture;
                this.screen.material = this.vBlurMaterial;
                renderer.setRenderTarget(renderTargetBlurA);
                renderer.clear();
                renderer.render(this.screen, this.screenCamera);

                // Volumetric light pass
                t