Masking was real pain to get working with multiple render targets :/.
Unfortunately this introduced dependencies on MaskPass.js and ShaderPass.js even for use cases that do not use masking. Bah, will need to figure out some better way for deployment.
Cause everywhere there are warnings about not writing to the same texture which is also being read. Curiously enough this didn't make problems so far (save for mysterious lines when doing "heat" effect in ro.me).