#version 120 attribute vec3 vertexPosition; attribute vec3 vertexNormal; attribute vec2 vertexTexCoord; attribute vec4 vertexColor; uniform mat4 mvp; uniform float outlineThickness; void main() { vec3 extruded = vertexPosition + vertexNormal * outlineThickness; gl_Position = mvp * vec4(extruded, 1.0); }