renderTargetA.clone());
                }

                this.renderTargetA.depthBuffer = true;
                this.renderTargetHologram.depthBuffer = true;
                this.renderTargetBlurA.depthBuffer = true;

                // Occlusion material
                this.blackoutMaterial = new MeshBasicMaterial({ color: 0x000000 });

                // Gaussian blur materials
                this.hBlurMaterial = new BlurMaterial(BlurDirectionX);
                this.hBlurMaterial.uniforms.uBlurAmount