Cleanup overlay shaders when done (#10432)
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@@ -62,6 +62,8 @@ namespace Content.Client.Radiation
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worldHandle.UseShader(shd);
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worldHandle.DrawRect(Box2.CenteredAround(instance.CurrentMapCoords, new Vector2(instance.Range, instance.Range) * 2f), Color.White);
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}
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worldHandle.UseShader(null);
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}
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//Queries all pulses on the map and either adds or removes them from the list of rendered pulses based on whether they should be drawn (in range? on the same z-level/map? pulse entity still exists?)
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