void VPostProcessTranslucencies::Execute()
{
  INSERT_PERF_MARKER_SCOPE("VPostProcessTranslucencies");

  VisRenderContext_cl *pContext = VisRenderContext_cl::GetCurrentContext();
  IVisVisibilityCollector_cl *pVisCollector = pContext->GetVisibilityCollector();
  VASSERT(pVisCollector != NULL);

  const VisEntityCollection_cl *pVisibleForeGroundEntities = pVisCollector->GetVisibleForeGroundEntities();

  m_VisibilityObjectCollector.HandleVisibleVisibilityObjects();

#ifndef _VISION_MOBILE
  RenderingOptimizationHelpers_cl::SetShaderPreference(96);
#endif

  // Get a pointer to the collection of visible mesh buffer objects
  const VisMeshBufferObjectCollection_cl *pVisibleMeshBuffer = &m_VisibilityObjectCollector.GetMeshBufferObjectCollection();

  // Get a pointer to the collection of visible particle groups
  const VisParticleGroupCollection_cl *pVisibleParticleGroups = &m_VisibilityObjectCollector.GetParticleGroupCollection();

  // Mask out entities which are "always in foreground"
  MaskOutForegroundEntities(*pVisibleForeGroundEntities);

  if (pVisCollector->GetInterleavedTranslucencySorter() == NULL)
  {
    // --- Traditional transparency sorting (default)
    const VisStaticGeometryInstanceCollection_cl *pVisibleTransparentGeoInstances = pVisCollector->GetVisibleStaticGeometryInstancesForPass(VPT_TransparentPass);
    const VisEntityCollection_cl *pVisibleEntities = pVisCollector->GetVisibleEntitiesForPass(VPT_TransparentPass);

    VisionRenderLoop_cl::RenderHook(*pVisibleMeshBuffer, pVisibleParticleGroups, VRH_PRE_TRANSPARENT_PASS_GEOMETRY, true);

    // render transparent pass surface shaders on translucent static geometry instances
    Vision::RenderLoopHelper.RenderStaticGeometrySurfaceShaders(*pVisibleTransparentGeoInstances, VPT_TransparentPass);

    VisionRenderLoop_cl::RenderHook(*pVisibleMeshBuffer, pVisibleParticleGroups, VRH_PRE_TRANSPARENT_PASS_ENTITIES, true);

    // Render transparent pass shaders on entities
    DrawEntitiesShaders(*pVisibleEntities, VPT_TransparentPass);

    VisionRenderLoop_cl::RenderHook(*pVisibleMeshBuffer, pVisibleParticleGroups, VRH_POST_TRANSPARENT_PASS_GEOMETRY, true);

    VisionRenderLoop_cl::RenderHook(*pVisibleMeshBuffer, pVisibleParticleGroups, VRH_DECALS, true);

    RenderParticles(pVisibleMeshBuffer, pVisibleParticleGroups);
  }
  else
  {
    // --- Interleaved transparency sorting
    pVisCollector->GetInterleavedTranslucencySorter()->OnRender(pVisCollector, true);
  }

  // Render visible foreground entities (see DrawForegroundEntities)
  DrawTransparentForegroundEntities(*pVisibleForeGroundEntities);

  // Coronas and flares will be still rendered after the other interleaved sorted objects were rendered (lensflare and coronas don't must be always rendered "on top") 
  VisionRenderLoop_cl::RenderHook(*pVisibleMeshBuffer, pVisibleParticleGroups, VRH_CORONAS_AND_FLARES, true);
}