procedural-3d-engine/shaders/glsl/stencilbuffer/outline.vert

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#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;
}