#version 330 in vec3 vertexPosition; in vec3 vertexNormal; in vec2 vertexTexCoord; in vec4 vertexColor; uniform mat4 mvp; uniform float outlineThickness; void main() { // Extrude vertex along its normal to create the hull. vec3 extruded = vertexPosition + vertexNormal * outlineThickness; gl_Position = mvp * vec4(extruded, 1.0); }