void draw_postproc()
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, window_width, 0, window_hight,-1,1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glDrawBuffer(GL_BACK);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1,1,1);
// Pass 2 of Deferred Shading
shader_df_pass2->bind();
glActiveTextureARB(GL_TEXTURE0_ARB);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, render_buffers[0]);
glActiveTextureARB(GL_TEXTURE1_ARB);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, render_buffers[1]);
glBegin(GL_QUADS);
//glTexCoord2f(0.0, 0.0);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0, 0.0);
glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0, 0.0);
glVertex2i(0, 0);
//glTexCoord2f(1.0, 0.0);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 1.0, 0.0);
glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1.0, 0.0);
glVertex2i(window_width, 0);
//glTexCoord2f(1.0, 1.0);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 1.0, 1.0);
glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1.0, 1.0);
glVertex2i(window_width, window_hight);
//glTexCoord2f(0.0, 1.0);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0, 1.0);
glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0, 1.0);
glVertex2i(0, window_hight);
glEnd();
glDisable(GL_TEXTURE_2D);
shader_df_pass2->unbind();
}