6 .typedef_source(
"workbench_shader_shared.h")
7 .fragment_source(
"workbench_effect_outline_frag.glsl")
8 .sampler(0, ImageType::UINT_2D,
"objectIdBuffer")
9 .uniform_buf(4,
"WorldData",
"world_data", Frequency::PASS)
10 .fragment_out(0, Type::VEC4,
"fragColor")
11 .additional_info(
"draw_fullscreen")
12 .do_static_compilation(
true);
#define GPU_SHADER_CREATE_INFO(_info)