enderTargetsVertical;

                // Scene pass
                renderer.setRenderTarget(renderTarget);
                renderer.render(scene, camera);

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

                // Blur all the mips p