void LLPostProcess::applyShaders(void)
{
	if (tweaks.useColorFilter()){
		applyColorFilterShader();
		checkError();
	}	
	if (tweaks.useNightVisionShader()){
		/// If any of the above shaders have been called update the frame buffer;
		if (tweaks.useColorFilter())
		{
			U32 tex = mSceneRenderTexture->getTexName() ;
			copyFrameBuffer(tex, screenW, screenH);
		}
		applyNightVisionShader();
		checkError();
	}
	if (tweaks.useBloomShader()){
		/// If any of the above shaders have been called update the frame buffer;
		if (tweaks.useColorFilter().asBoolean() || tweaks.useNightVisionShader().asBoolean())
		{
			U32 tex = mSceneRenderTexture->getTexName() ;
			copyFrameBuffer(tex, screenW, screenH);
		}
		applyBloomShader();
		checkError();
	}
}
void LLPostProcess::applyShaders(void)
{
	bool copy_buffer = false;
	if (tweaks.useColorFilter())
	{
		applyColorFilterShader();
		checkError();
		copy_buffer = true;
	}
	if (tweaks.useGaussBlurFilter())
	{
		/// If any of the above shaders have been called update the frame buffer;
		if (copy_buffer)
			copyFrameBuffer();
		applyGaussBlurShader();
		checkError();
		copy_buffer = true;
	}
	if (tweaks.useNightVisionShader())
	{
		/// If any of the above shaders have been called update the frame buffer;
		if (copy_buffer)
			copyFrameBuffer();
		applyNightVisionShader();
		checkError();
		copy_buffer = true;
	}
}