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

                // Extract bright areas
                this.luminosityMaterial.uniforms.tMap.value = renderTargetC.texture;
                this.screen.material = this.luminosityMaterial;
                renderer.setRenderTarget(renderTargetBright);
                renderer.clear();
                renderer.render(this.screen, this.screenCamera);

                // Blur all the mips progressively
         