E.ShaderMaterial( CopyShader ) );

				renderTarget = new THREE.WebGLRenderTarget( 1, 1 );
				updateDisplay();
				onWindowResize();
				updateDithering( params.dithering );

			}

			function updateDithering( v ) {

				plane.material.dithering = false;
				delete gammaPass.material.defines.DITHERING;

				switch( v ) {

					case 'MATERIAL':
						plane.material.dithering = true;
						break;

					case 'POSTPROCESS':
						gammaPass.material.defines.DITHERING = '';
						break;

					case 'BOTH':
						