/// <summary>
 /// Called by the <see cref="DeferredRenderSystem"/> when this <see cref="SimulatedPostProcess"/> component needs render itself.
 /// </summary>
 /// <param name="gameTime">Time passed since the last call to Draw.</param>
 /// <param name="renderSystem"><see cref="DeferredRenderSystem"/> to render with.</param>
 public void Draw(GameTime gameTime, DeferredRenderSystem renderSystem)
 {
     if (this.GetWorldDrawBounds().Intersects(renderSystem.GetCameraRenderBounds()))
     {
         this.Render(gameTime, renderSystem);
     }
 }