Fix IRenderPostProcessPass texture unit binding.
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@@ -44,9 +44,9 @@ namespace OpenRA.Mods.Common.Traits
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bool IRenderPostProcessPass.Enabled => Enabled;
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bool IRenderPostProcessPass.Enabled => Enabled;
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void IRenderPostProcessPass.Draw(WorldRenderer wr, ITexture worldTexture)
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void IRenderPostProcessPass.Draw(WorldRenderer wr, ITexture worldTexture)
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{
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{
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shader.PrepareRender();
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shader.SetTexture("WorldTexture", worldTexture);
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shader.SetTexture("WorldTexture", worldTexture);
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PrepareRender(wr, shader);
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PrepareRender(wr, shader);
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shader.PrepareRender();
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renderer.DrawBatch(buffer, shader, 0, 6, PrimitiveType.TriangleList);
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renderer.DrawBatch(buffer, shader, 0, 6, PrimitiveType.TriangleList);
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}
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}
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