Multiple buffers in shaders in Three.js. WebGL with setRenderTarget instead of renderTarget

Im trying to understand how to write a shader in three.js with multiple buffers by converting a shader from shaderwith. I found this example:
https://codepen.io/lickedwindows/pen/jGOLJr

But when I run it with the newest version of Three.js I run into the errors:

“THREE.WebGLRenderer.render(): the renderTarget argument has been
removed. Use .setRenderTarget() instead.”
“THREE.WebGLRenderer.render(): the forceClear argument has been
removed. Use .clear() instead.”

Im trying to change this but cannot figure out how to do it. How can I change this code into the correct one that compiles with the most recent version of three.js

Basically I want to find a boilerplate for writing multibuffer shaders in three.js

//Create 2 buffer textures
textureA = new THREE.WebGLRenderTarget(window.innerWidth, window.innerHeight, { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter });
textureB = new THREE.WebGLRenderTarget(window.innerWidth, window.innerHeight, { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter });

Instead of doing this:

renderer.render(bufferScene,camera,textureB,true);

the code has to look like so:

renderer.setRenderTarget(textureB);
renderer.clear();
renderer.render(bufferScene,camera);

If you don’t want to render to the render target anymore, you unset it like so:

renderer.setRenderTarget(null);

thanks. It know compiles: