overlay_outline_info.hh GPU_SHADER_CREATE_INFO(overlay_outline_prepass) .push_constant(Type::BOOL, "isTransform") .vertex_out(overlay_outline_prepass_iface) /* Using uint because 16bit uint can contain more ids than int. */ .fragment_out(0, Type::UINT, "out_object_id") .fragment_source("overlay_outline_prepass_frag.glsl") .additional_info("draw_resource_handle", "draw_globals");