ER.LINEAR;
		resultRenderTarget.texture.magFilter = t3d.TEXTURE_FILTER.LINEAR;
		resultRenderTarget.texture.generateMipmaps = false;

		const depthTexture = new t3d.Texture2D();
		depthTexture.type = t3d.PIXEL_TYPE.UNSIGNED_INT_24_8;
		depthTexture.format = t3d.PIXEL_FORMAT.DEPTH_STENCIL;
		depthTexture.magFilter = t3d.TEXTURE_FILTER.NEAREST;
		depthTexture.minFilter = t3d.TEXTURE_FILTER.NEAREST;
		depthTexture.generateMipmaps = false;
		depthTexture.flipY = false;

		sceneRenderTarget.attach(depthTexture, 