Postprocessing_crossfade with composer - unrealBloom

Hi all, I’m trying set Selective Unreal Bloom in
three js example - crossfade

Where should I change render function? At render method of each scene or in Transition scene render?

// Transition
function Transition( sceneA, sceneB ) {
    this.render = function ( delta ) {
        ...
        if ( transitionParams.transition == 0 ) {

		sceneB.render( delta, renderer, false );

	} else if ( transitionParams.transition == 1 ) {

		sceneA.render( delta, renderer, false );

	} else {

		sceneA.render( delta, renderer, true );
		sceneB.render( delta, renderer, true );

		renderer.setRenderTarget( null );
		renderer.clear();
		renderer.render( scene, camera );

	}
}
// FXScene
	function FXScene( modelsNames, wires, clearColor ) {
		this.render = function ( delta, rtt ) {
		// const renderScene = new RenderPass(scene, camera)
		// const composerBloom = createComposerBloom( renderScene, fxaa, renderer )
		// const composerFinal = createComposerFinal( renderScene, composerBloom , renderer)
		
		renderer.setClearColor( this.clearColor );

		if ( rtt ) {
			renderer.setRenderTarget( this.fbo );
			renderer.clear();
			renderer.render( scene, camera );
			// renderBloom( scene, composerBloom, true )
			// composerFinal.render()

			} else {

				renderer.setRenderTarget( null );
				renderer.render( scene, camera );

			}

		};
}