#version 450 layout (location = 0) in vec4 inPos; layout (location = 2) in vec3 inNormal; layout (binding = 0) uniform UBO { mat4 projection; mat4 model; vec4 lightPos; float outlineWidth; } ubo; out gl_PerVertex { vec4 gl_Position; }; void main() { // Extrude along normal vec4 pos = vec4(inPos.xyz + inNormal * ubo.outlineWidth, inPos.w); gl_Position = ubo.projection * ubo.model * pos; }