This is a somewhat complicated issue, and may require the use of other shader types than vertex/fragment.
If we can compute selection outlines in the shader, we can better control the performance, because we could forgo computing all the selection lines on all the selected pixels on the CPU.
This is a somewhat complicated issue, and may require the use of other shader types than vertex/fragment. If we can compute selection outlines in the shader, we can better control the performance, because we could forgo computing all the selection lines on all the selected pixels on the CPU.