ms[ 'time' ].value += delta;

				renderer.clear();

				// Render first scene into texture

				renderer.setRenderTarget( rtTexture );
				renderer.clear();
				renderer.render( sceneRTT, cameraRTT );

				// Render full screen quad with generated texture

				renderer.setRenderTarget( null );
				renderer.render( sceneScreen, cameraRTT );

				const read = new Float32Array( 4 );
				renderer.readRenderTargetPixels( rtTexture, windowHalfX + mouseX, windowHalfY - mouseY, 1, 1, read );

				valueNode.innerHT