private void DrawObjectSelectionBorder(Bounds bounds)
        {
            Camera camera = RendererWorld.Instance.DefaultCamera;
            GuiRenderer renderer = EngineApp.Instance.ScreenGuiRenderer;

            Texture texture = TextureManager.Instance.Load("Gui\\Textures\\ObjectSelectionBorder.png");
            Vec2 viewportSize = renderer.ViewportForScreenGuiRenderer.DimensionsInPixels.Size.ToVec2();

            float sizeY = .08f;
            Vec2 size = SnapToPixel(new Vec2(sizeY / camera.AspectRatio, sizeY), viewportSize);
            float alpha = MathFunctions.Sin(Time * MathFunctions.PI) * .5f + .5f;

            Rect screenRectangle = Rect.Cleared;
            {
                Vec3[] points = null;
                bounds.ToPoints(ref points);
                foreach (Vec3 point in points)
                {
                    Vec2 screenPoint;
                    if (camera.ProjectToScreenCoordinates(point, out screenPoint))
                    {
                        screenPoint.Clamp(new Vec2(0, 0), new Vec2(1, 1));
                        screenRectangle.Add(screenPoint);
                    }
                }

                Vec2[] screenPositions = new Vec2[] {
					new Vec2( 0, 0 ),
					new Vec2( 1, 0 ),
					new Vec2( 0, 1 ),
					new Vec2( 1, 1 ) };
                foreach (Vec2 screenPosition in screenPositions)
                {
                    Ray ray = camera.GetCameraToViewportRay(screenPosition);
                    if (bounds.RayIntersection(ray))
                        screenRectangle.Add(screenPosition);
                }

                if (screenRectangle.GetSize().X < size.X * 2)
                {
                    screenRectangle = new Rect(
                        screenRectangle.GetCenter().X - size.X, screenRectangle.Top,
                        screenRectangle.GetCenter().X + size.X, screenRectangle.Bottom);
                }
                if (screenRectangle.GetSize().Y < size.Y * 2)
                {
                    screenRectangle = new Rect(
                        screenRectangle.Left, screenRectangle.GetCenter().Y - size.Y,
                        screenRectangle.Right, screenRectangle.GetCenter().Y + size.Y);
                }
            }

            {
                Vec2 point = screenRectangle.LeftTop;
                point = SnapToPixel(point, viewportSize) + new Vec2(.25f, .25f) / viewportSize;
                Rect rectangle = new Rect(point, point + size);
                Rect texCoord = new Rect(0, 0, .5f, .5f);
                renderer.AddQuad(rectangle, texCoord, texture, new ColorValue(1, 1, 1, alpha), true);
            }

            {
                Vec2 point = screenRectangle.RightTop;
                point = SnapToPixel(point, viewportSize) + new Vec2(.25f, .25f) / viewportSize;
                Rect rectangle = new Rect(point - new Vec2(size.X, 0), point + new Vec2(0, size.Y));
                Rect texCoord = new Rect(.5f, 0, 1, .5f);
                renderer.AddQuad(rectangle, texCoord, texture, new ColorValue(1, 1, 1, alpha), true);
            }

            {
                Vec2 point = screenRectangle.LeftBottom;
                point = SnapToPixel(point, viewportSize) + new Vec2(.25f, .25f) / viewportSize;
                Rect rectangle = new Rect(point - new Vec2(0, size.Y), point + new Vec2(size.X, 0));
                Rect texCoord = new Rect(0, .5f, .5f, 1);
                renderer.AddQuad(rectangle, texCoord, texture, new ColorValue(1, 1, 1, alpha), true);
            }

            {
                Vec2 point = screenRectangle.RightBottom;
                point = SnapToPixel(point, viewportSize) + new Vec2(.25f, .25f) / viewportSize;
                Rect rectangle = new Rect(point - size, point);
                Rect texCoord = new Rect(.5f, .5f, 1, 1);
                renderer.AddQuad(rectangle, texCoord, texture, new ColorValue(1, 1, 1, alpha), true);
            }
        }