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(); }