public void LoadTestShader_ShouldDrawAllRed()
        {
            testRenderImage.BeginDrawing();

            GLSLShader currshader = resources.GetShader("RedShader");

            currshader.SetUniform("TextureUnit0", testsprite.Texture);
            currshader.setAsCurrentShader();
            testsprite.Draw();
            testRenderImage.EndDrawing();
            currshader.ResetCurrentShader();
            testRenderImage.Blit(0, 0, 1280, 720, Color.White, BlitterSizeMode.Crop);

            resources.GetSprite("flashlight_mask").Draw();
        }