#include "gpu_shader_create_info.hh" GPU_SHADER_CREATE_INFO(workbench_effect_outline) .typedef_source("workbench_shader_shared.h") .fragment_source("workbench_effect_outline_frag.glsl") .sampler(0, ImageType::UINT_2D, "objectIdBuffer") .uniform_buf(4, "WorldData", "world_data", Frequency::PASS) .fragment_out(0, Type::VEC4, "fragColor") .additional_info("draw_fullscreen") .do_static_compilation(true);