How to update the WebGLRendererTarget from other WebGLRendererTarget?

var container, scene, renderer, controls, stats;
var keyboard = new THREEx.KeyboardState();
var clock = new THREE.Clock();

// custom global variables
var MovingCube;
var textureCamera, mainCamera;

// intermediate scene for reflecting the reflection
var screenScene, screenCamera, firstRenderTarget, finalRenderTarget;
var pasteRenderTarget=new THREE.WebGLRenderTarget(512,512);

init();
animate();

// FUNCTIONS 		
function init() 
{
	// SCENE
	scene = new THREE.Scene();

	// CAMERAS
	var SCREEN_WIDTH = window.innerWidth, SCREEN_HEIGHT = window.innerHeight;
	var VIEW_ANGLE = 45, ASPECT = SCREEN_WIDTH / SCREEN_HEIGHT, NEAR = 0.1, FAR = 20000;
	// camera 1
	mainCamera = new THREE.PerspectiveCamera( VIEW_ANGLE, ASPECT, NEAR, FAR );
	scene.add(mainCamera);
	mainCamera.position.set(0,200,500);
	mainCamera.lookAt(scene.position);
	// camera 2
	textureCamera = new THREE.PerspectiveCamera( VIEW_ANGLE, ASPECT, NEAR, FAR );
	scene.add(textureCamera);

	// RENDERER
	if ( Detector.webgl )
		renderer = new THREE.WebGLRenderer( {antialias:true} );
	else
		renderer = new THREE.CanvasRenderer(); 
	renderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
	container = document.getElementById( 'ThreeJS' );
	container.appendChild( renderer.domElement );
	// EVENTS
	THREEx.WindowResize(renderer, mainCamera);
	THREEx.FullScreen.bindKey({ charCode : 'm'.charCodeAt(0) });
	// STATS
	stats = new Stats();
	stats.domElement.style.position = 'absolute';
	stats.domElement.style.bottom = '0px';
	stats.domElement.style.zIndex = 100;
	container.appendChild( stats.domElement );
	// LIGHT
	var light = new THREE.PointLight(0xffffff);
	light.position.set(0,250,0);
	scene.add(light);
	// FLOOR
	var floorTexture = new THREE.ImageUtils.loadTexture( 'images/checkerboard.jpg' );
	floorTexture.wrapS = floorTexture.wrapT = THREE.RepeatWrapping; 
	floorTexture.repeat.set( 10, 10 );
	var floorMaterial = new THREE.MeshBasicMaterial( { map: floorTexture, side: THREE.DoubleSide } );
	var floorGeometry = new THREE.PlaneGeometry(1000, 1000, 10, 10);
	var floor = new THREE.Mesh(floorGeometry, floorMaterial);
	floor.position.y = -0.5;
	floor.rotation.x = Math.PI / 2;
	scene.add(floor);
	// SKYBOX/FOG
	var materialArray = [];
	materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'images/dawnmountain-xpos.png' ) }));
	materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'images/dawnmountain-xneg.png' ) }));
	materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'images/dawnmountain-ypos.png' ) }));
	materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'images/dawnmountain-yneg.png' ) }));
	materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'images/dawnmountain-zpos.png' ) }));
	materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'images/dawnmountain-zneg.png' ) }));
	for (var i = 0; i < 6; i++)
	   materialArray[i].side = THREE.BackSide;
	var skyboxMaterial = new THREE.MeshFaceMaterial( materialArray );
	
	var skyboxGeom = new THREE.CubeGeometry( 5000, 5000, 5000, 1, 1, 1 );
	
	var skybox = new THREE.Mesh( skyboxGeom, skyboxMaterial );
	scene.add( skybox );	
	
	////////////
	// CUSTOM //
	////////////
	
	// create an array with six textures for a cool cube
	var materialArray = [];
	materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'images/xpos.png' ) }));
	materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'images/xneg.png' ) }));
	materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'images/ypos.png' ) }));
	materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'images/yneg.png' ) }));
	materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'images/zpos.png' ) }));
	materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'images/zneg.png' ) }));
	var MovingCubeMat = new THREE.MeshFaceMaterial(materialArray);
	var MovingCubeGeom = new THREE.CubeGeometry( 50, 50, 50, 1, 1, 1, materialArray );
	MovingCube = new THREE.Mesh( MovingCubeGeom, MovingCubeMat );
	MovingCube.position.set(0, 25.1, 0);
	scene.add( MovingCube );	
	
	// a little bit of scenery...
	var ambientlight = new THREE.AmbientLight(0x111111);
	scene.add( ambientlight );
	var wireMaterial = new THREE.MeshBasicMaterial( { color: 0x000000, wireframe: true, transparent: true } ); 
	// torus knot
	var colorMaterial = new THREE.MeshPhongMaterial( { color: 0xff3333 } );
	var shape = THREE.SceneUtils.createMultiMaterialObject( 
		new THREE.TorusKnotGeometry( 30, 6, 160, 10, 2, 5 ), [ colorMaterial, wireMaterial ] );
	shape.position.set(-200, 50, -200);
	scene.add( shape );
	// torus knot
	var colorMaterial = new THREE.MeshPhongMaterial( { color: 0x33ff33 } );
	var shape = THREE.SceneUtils.createMultiMaterialObject( 
		new THREE.TorusKnotGeometry( 30, 6, 160, 10, 3, 2 ), [ colorMaterial, wireMaterial ] );
	shape.position.set(200, 50, -200);
	scene.add( shape );
	// torus knot
	var colorMaterial = new THREE.MeshPhongMaterial( { color: 0xffff33 } );
	var shape = THREE.SceneUtils.createMultiMaterialObject( 
		new THREE.TorusKnotGeometry( 30, 6, 160, 10, 4, 3 ), [ colorMaterial, wireMaterial ] );
	shape.position.set(200, 50, 200);
	scene.add( shape );
	// torus knot
	var colorMaterial = new THREE.MeshPhongMaterial( { color: 0x3333ff } );
	var shape = THREE.SceneUtils.createMultiMaterialObject( 
		new THREE.TorusKnotGeometry( 30, 6, 160, 10, 3, 4 ), [ colorMaterial, wireMaterial ] );
	shape.position.set(-200, 50, 200);
	scene.add( shape );

	
	// intermediate scene.
	//   this solves the problem of the mirrored texture by mirroring it again.
	//   consists of a camera looking at a plane with the mirrored texture on it. 
	screenScene = new THREE.Scene();
	
	screenCamera = new THREE.OrthographicCamera( 
		window.innerWidth  / -2, window.innerWidth  /  2, 
		window.innerHeight /  2, window.innerHeight / -2, 
		-10000, 10000 );
	screenCamera.position.z = 1;
	screenScene.add( screenCamera );
				
	var screenGeometry = new THREE.PlaneGeometry( window.innerWidth, window.innerHeight );
	
	firstRenderTarget = new THREE.WebGLRenderTarget( 512, 512, { format: THREE.RGBFormat } );	
	var screenMaterial = new THREE.MeshBasicMaterial( { map: firstRenderTarget } );
	
	var quad = new THREE.Mesh( screenGeometry, screenMaterial );
	// quad.rotation.x = Math.PI / 2;
	screenScene.add( quad );
    				
	// final version of camera texture, used in scene. 
	var planeGeometry = new THREE.CubeGeometry( 400, 200, 1, 1 );
	finalRenderTarget = new THREE.WebGLRenderTarget( 512, 512, { format: THREE.RGBFormat } );
	var planeMaterial = new THREE.MeshBasicMaterial( { map: pasteRenderTarget } );
	var plane = new THREE.Mesh( planeGeometry, planeMaterial );
	plane.position.set(0,100,-500);
	scene.add(plane);
	// pseudo-border for plane, to make it easier to see
	var planeGeometry = new THREE.CubeGeometry( 420, 220, 1, 1 );
	var planeMaterial = new THREE.MeshBasicMaterial( { color: 0x000000 } );
	var plane = new THREE.Mesh( planeGeometry, planeMaterial );
	plane.position.set(0,100,-502);
	scene.add(plane);
	
}

function animate() 
{
    requestAnimationFrame( animate );
	render();		
	update();
}

function update()
{
	var delta = clock.getDelta(); // seconds.
	var moveDistance = 200 * delta; // 200 pixels per second
	var rotateAngle = Math.PI / 2 * delta;   // pi/2 radians (90 degrees) per second
	
	// local transformations

	// move forwards/backwards/left/right
	if ( keyboard.pressed("W") )
		MovingCube.translateZ( -moveDistance );
	if ( keyboard.pressed("S") )
		MovingCube.translateZ(  moveDistance );
	if ( keyboard.pressed("Q") )
		MovingCube.translateX( -moveDistance );
	if ( keyboard.pressed("E") )
		MovingCube.translateX(  moveDistance );	

	// rotate left/right/up/down
	var rotation_matrix = new THREE.Matrix4().identity();
	if ( keyboard.pressed("A") )
		MovingCube.rotateOnAxis( new THREE.Vector3(0,1,0), rotateAngle);
	if ( keyboard.pressed("D") )
		MovingCube.rotateOnAxis( new THREE.Vector3(0,1,0), -rotateAngle);
	if ( keyboard.pressed("R") )
		MovingCube.rotateOnAxis( new THREE.Vector3(1,0,0), rotateAngle);
	if ( keyboard.pressed("F") )
		MovingCube.rotateOnAxis( new THREE.Vector3(1,0,0), -rotateAngle);
	
	if ( keyboard.pressed("Z") )
	{
		MovingCube.position.set(0,25.1,0);
		MovingCube.rotation.set(0,0,0);
	}
	
	// update the texture camera's position and look direction
	var relativeCameraOffset = new THREE.Vector3(0,0,1);
	var cameraOffset = MovingCube.matrixWorld.multiplyVector3( relativeCameraOffset );
	textureCamera.position.x = cameraOffset.x;
	textureCamera.position.y = cameraOffset.y;
	textureCamera.position.z = cameraOffset.z;
	var relativeCameraLookOffset = new THREE.Vector3(0,0,-1);
	var cameraLookOffset = relativeCameraLookOffset.applyMatrix4( MovingCube.matrixWorld );
	textureCamera.lookAt( cameraLookOffset );
				
	stats.update();
}

function render() 
{
	// textureCamera is located at the position of MovingCube
	//   (and therefore is contained within it)
	// Thus, we temporarily hide MovingCube 
	//    so that it does not obscure the view from the camera.
	MovingCube.visible = false;
	// put the result of textureCamera into the first texture.
	renderer.render( scene, textureCamera, firstRenderTarget, true );
	MovingCube.visible = true;

	// slight problem: texture is mirrored.
	//    solve problem by rendering (and hence mirroring) the texture again

	pasteRenderTarget.copy(finalRenderTarget);
  pasteRenderTarget.texture.needsUpdate=true;
	// render another scene containing just a quad with the texture
	//  and put the result into the final texture
	renderer.render( screenScene, screenCamera, finalRenderTarget, true );
	
	// render the main scene
	renderer.render( scene, mainCamera );
}

the update is pasteRenderTarget from finalRenderTarget

AFAIK, you have to perform an additional rendering. That’s the reason why CopyShader exists which is used in various post processing examples. Also EffectComposer uses it when swapping its internal read and write buffers (which are both WebGLRenderTargets).