// Copyright 2020 Google LLC struct VSInput { [[vk::location(0)]] float4 Pos : POSITION0; [[vk::location(2)]] float3 Normal : NORMAL0; }; struct UBO { float4x4 projection; float4x4 model; float4 lightPos; float outlineWidth; }; cbuffer ubo : register(b0) { UBO ubo; } float4 main(VSInput input) : SV_POSITION { // Extrude along normal float4 pos = float4(input.Pos.xyz + input.Normal * ubo.outlineWidth, input.Pos.w); return mul(ubo.projection, mul(ubo.model, pos)); }