protected override void RenderProcess(ref DrawContext context)
        {
            GL.Enable(EnableCap.DepthTest);
            MainFramebuffer.Activate(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
            context.Scene.DrawBackground(context);
            context.Scene.DrawMainObjects(context);
            context.Scene.DrawHUD(context);

            GL.Disable(EnableCap.DepthTest);
            _postBuffer.Activate(ClearBufferMask.ColorBufferBit);
            PostProcessUtility.ResolveMultisampledBuffers(MainFramebuffer, _postBuffer);

            _bloom.Draw(_postBuffer["color"], context);
            _vittage.Draw(_postBuffer["color"], context);
            Framebuffer.Screen.Activate(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);

            PostProcessUtility.FinalizeHDR(_postBuffer["color"], HDRColorCurve.OnlyExposure, .1f);
        }