void HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
	{
        Viewport* vp = player->vp;
        if (!vp) return;
        
        RenderPath* rp = vp->GetRenderPath();
        Vector2 sunPos = player->camera->WorldToScreenPoint(SunNode->GetWorldPosition());
        sunPos.y_ = 1.0 - sunPos.y_; //GL have revert Y screen coords

        // Send current sun position on screen to post-process shader
        rp->SetShaderParameter("LightPositionOnScreen", Variant(sunPos));

        debugUI->debugHud->SetAppStats(" Sun screen position ", String(Vector2(sunPos)));
        debugUI->debugHud->SetAppStats(" Change Light scattering RenderPath (Std/Lowres) Key =", String("F3"));
        debugUI->debugHud->SetAppStats(" Change RenderPath to Std Forward Key = ", String("F4"));

	}