RenderTarget(renderTargetBlurA);
                renderer.clear();
                renderer.render(scene, camera);
                scene.overrideMaterial = this.currentOverrideMaterial;

                camera.layers.set(layers.occlusion);

                renderer.render(scene, camera);

                // Two pass Gaussian blur (horizontal and vertical)
                this.hBlurMaterial.uniforms.tMap.value = renderTargetBlurA.texture;
                this.screen.material = this.hBlurMaterial;
           