How to mix webglrendertarget

hello everyone! Why is this hybrid approach ineffective?

    const finalPass2 = new ShaderPass(
      new THREE.ShaderMaterial({
        uniforms: {
          baseTexture2: { value: null },
          bloomTexture2: { value: finalComposer.renderTarget2.texture }
        },
        vertexShader: document.getElementById('vertexshader2').textContent,
        fragmentShader: document.getElementById('fragmentshader2').textContent,
        defines: {}
      }), "baseTexture2"
    );

      renderer.setRenderTarget(target2)
      renderer.clear()
      renderer.render(scene2, camera)
      renderer.setRenderTarget(null)

      bloomComposer.render()
      finalComposer.render()

      finalPass2.render(renderer, null, target2)