// Outline Shader #type vertex #version 430 layout(location = 0) in vec3 a_Position; layout(location = 1) in vec2 a_TexCoord; uniform mat4 u_ViewProjection; uniform mat4 u_Transform; out vec2 v_TexCoord; void main() { gl_Position = u_ViewProjection * u_Transform * vec4(a_Position, 1.0); } #type fragment #version 430 layout(location = 0) out vec4 color; void main() { color = vec4(1.0, 0.5, 0.0, 1.0); }