public override void DrawToLightMask()
        {
            //var projectile = projectiles[i];
            var pos = GetComponent <PositionComponent>();
            // var mask_halfsize = new Vector2(100, 100);
            var mask_halfsize = pos.WorldPosition.halfsize + new Vector2(Radius);
            var rect          = new Rectangle((pos.WorldPosition.Center - mask_halfsize).ToPoint(), (mask_halfsize * 2).ToPoint());
            // spriteBatch.Draw(lightMask, GameToScreen(rect), GetLightColor());
            var lightMask = GameContent.Instance.lightMask;

            // TODO: find a better way to apply glow to stuff
            GraphicsService.DrawGameCentered(lightMask, rect, Scene.RenderSystem.GetLightColor(GlowColor));
        }