);
                    this.renderTargetsVertical.push(this.renderTarget.clone());
                }

                this.renderTarget.depthBuffer = true;

                // Luminosity high pass material
                this.luminosityMaterial = new LuminosityMaterial();
                this.luminosityMaterial.uniforms.uThreshold.value = this.luminosityThreshold;
                this.luminosityMaterial.uniforms.uSmoothing.value = this.luminositySmoothing;

                // Separable Gaussian blur materi