#version 150 uniform mat4 transform; uniform mat4 model; uniform float width; in vec2 position; in vec2 normal; out vec2 f_normal; void main() { f_normal = normal; vec4 delta = vec4(normal * width, 0, 0); vec4 pos = transform * model * vec4(position, 0.0, 1.0); gl_Position = (pos + delta); }