text: #ifndef OUTFITS_H
  #define OUTFITS_H
  
  static const std::string glslAdvancedOutfitVertexShader = "\n\
      attribute vec2 a_TexCoord;\n\
      attribute vec2 a_Vertex;\n\
      uniform mat3 u_TextureMatrix;\n\
      varying vec2 v_TexCoord;\n\
      varying vec2 v_TexCoord2;\n\
      varying vec2 v_TexCoord3;\n\
      uniform mat3 u_TransformMatrix;\n\
      uniform mat3 u_ProjectionMatrix;\n\
      uniform vec2 u_Offset;\n\
      uniform vec2 u_Resolution;\n\
      uniform float u_Depth;\n\
      void main()\n\
      {\n\
          gl_Position = vec4((u_ProjectionMatrix * u_TransformMatrix * vec3(a_Vertex.xy, 1.0)).xy, u_Depth / 16384.0, 1.0);\n\
          v_TexCoord = (u_TextureMatrix * vec3(a_TexCoord,1.0)).xy;\n\
          v_TexCoord2 = (u_TextureMatrix * vec3(a_TexCoord + u_Offset,1.0)).xy;\n\
          v_TexCoord3 = (u_TextureMatrix * vec3(u_Resolution,1.0)).xy;\n\
      }\n";
  
  static const std::string glslAdvancedOutfitFragmentShader = "\n\
      uniform float u_Depth;\n\
      uniform mat4 u_Color;\n\
      varying vec2 v_TexCoord;\n\
      varying vec2 v_TexCoord2;\n\
      uniform sampler2D u_Tex0;\n\
      uniform sampler2D u_Tex1;\n\
      void main()\n\
      {\n\
          gl_FragColor = texture2D(u_Tex0, v_TexCoord);\n\
          if(texture2D(u_Tex0, v_TexCoord2).a > 0.01)\n\
              gl_FragColor *= vec4(1.0, 1.0, 0.0, 1.0);\n\
          if(gl_FragColor.a < 0.01) discard;\n\
      }\n";
  
  #endif