AA not working?

Hello, could anyone please take a look at this code - it should enable TAA at the 5th level, however it does not and does not even error out, im really confused to as why, I was hoping that someone here would see my mistake and perhaps help me

		<div id="container"></div>

		<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.js"></script>
		<script src="./aam/EffectComposer.js"></script>
		<script src="./aam/CopyShader.js"></script>
		<script src="./aam/RenderPass.js"></script>
		<script src="./aam/ShaderPass.js"></script>
		<script src="./aam/SSAARenderPass.js"></script>
		<script src="./aam/TAARenderPass.js"></script>

		<script type="text/javascript">
			let camera, scene, renderer, composer;

			init();
			animate();

			function init() {

				const container = document.getElementById( "container" );

				renderer = new THREE.WebGLRenderer();
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				document.body.appendChild( renderer.domElement );


				//

				camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
				camera.position.z = 300;

				scene = new THREE.Scene();

				const geometry = new THREE.BoxGeometry( 120, 120, 120 );
				const material1 = new THREE.MeshBasicMaterial( { color: 0xffffff, wireframe: true } );

				const mesh1 = new THREE.Mesh( geometry, material1 );
				mesh1.position.x = - 100;
				scene.add( mesh1 );

				const texture = new THREE.TextureLoader().load( "https://threejs.org/examples/textures/brick_diffuse.jpg" );
				texture.minFilter = THREE.NearestFilter;
				texture.magFilter = THREE.NearestFilter;
				texture.anisotropy = 1;
				texture.generateMipmaps = false;

				const material2 = new THREE.MeshBasicMaterial( { map: texture } );

				const mesh2 = new THREE.Mesh( geometry, material2 );
				mesh2.position.x = 100;
				scene.add( mesh2 );

				composer = new THREE.EffectComposer( renderer );

				var taaRenderPass = new THREE.TAARenderPass( scene, camera );
				taaRenderPass.unbiased = false;
				composer.addPass( taaRenderPass );

				var renderPass = new THREE.RenderPass( scene, camera );
				renderPass.enabled = true;
				taaRenderPass.enabled = true;
				composer.addPass( renderPass );

				var copyPass = new THREE.ShaderPass( THREE.CopyShader );
				composer.addPass( copyPass );

				taaRenderPass.sampleLevel = 5;

				window.addEventListener( 'resize', onWindowResize );

			}

			function onWindowResize() {

				const width = window.innerWidth;
				const height = window.innerHeight;

				camera.aspect = width / height;
				camera.updateProjectionMatrix();

				renderer.setSize( width, height );
				composer.setSize( width, height );

			}

			var index = 0;

			function animate() {

				requestAnimationFrame( animate );


				index ++;

				if ( Math.round( index / 200 ) % 2 === 0 ) {

					for ( let i = 0; i < scene.children.length; i ++ ) {

						const child = scene.children[ i ];

						child.rotation.x += 0.005;
						child.rotation.y += 0.01;

					}

				}

				composer.render();


			}

		</script>```