The code below displays an all white screen. Cannot find any documentation on shader blending. Is there a better approach?
this.renderScene = new RenderPass( this.scene, this.camera );
this.outputPass = new OutputPass();
this.renderColor = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat} );
this.renderDither = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat} );
this.composerColor = new EffectComposer( this.renderer, this.renderColor );
this.composerColor.rendertoScreen = false;
this.composerColor.addPass( this.renderScene );
//this.composerColor.addPass( this.outputPass );
this.composerDither = new EffectComposer( this.renderer, this.renderDither );
this.composerDither.rendertoScreen = false;
this.composerDither.addPass( this.renderScene );
this.ditherDotShader = new ShaderPass( DotScreenShader );
this.ditherDotShader.uniforms[ 'scale' ].value = 4;
this.composerDither.addPass( this.ditherDotShader );
this.ditherRgbShiftShader = new ShaderPass( RGBShiftShader );
this.ditherRgbShiftShader.uniforms[ 'amount' ].value = 0.0015;
this.composerDither.addPass( this.ditherRgbShiftShader );
//this.composerDither.addPass( this.outputPass );
this.blendComposer = new EffectComposer( this.renderer );
this.blendShader = new ShaderPass( BlendShader );
this.blendShader.uniforms.tDiffuse1.value = this.renderColor;
this.blendShader.uniforms.tDiffuse2.value = this.renderDither;
this.blendShader.uniforms.opacity.value = 0.5;
this.blendShader.uniforms.mixRatio.value = 0.5;
this.blendComposer.rendertoScreen = true;
this.blendComposer.addPass( this.renderScene );
this.blendComposer.addPass( this.blendShader );
this.blendComposer.addPass( this.outputPass );