group_uniforms vertex_expand; uniform vec3 vertex_expand_center = vec3(0.); uniform bool vertex_expand_ignore_center_vertical = false; uniform float vertex_expand_amount: hint_range(0.0, 10.) = 0.5; group_uniforms; vec3 vertex_expand( vec3 vertex) { vec3 final_expand_center = vertex_expand_center; if (vertex_expand_ignore_center_vertical) { final_expand_center.z = vertex.z; } vec3 expand_dir = normalize(vertex - final_expand_center); vertex += expand_dir * vertex_expand_amount; return vertex; }