#version 330 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec3 aNormal; layout (location = 2) in vec2 aTexCoords; out vec3 vPos; uniform mat4 model; uniform mat4 view; uniform mat4 projection; uniform vec3 scale; uniform float thickness; void main() { vec3 distFromEdge = sign(aPos) * 0.5 - aPos; vec3 tVec = (scale * sign(aPos) * 0.5 - distFromEdge * thickness) / scale; gl_Position = projection * view * model * vec4(tVec, 1); vPos = aPos; }