public void PostProcess()
{
/*CelShading.Techniques[0].Passes[0].Apply();
CelShading.Parameters["InputTexture"].SetValue(WorldRenderTarget);
Game.GraphicsDevice.RasterizerState = new RasterizerState
{
CullMode = CullMode.None
};
Game.GraphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleList, quad, 0, 2);*/
}