Is there a way to have the GlowLayer take into account VertexShader globalPosition changes?

So lets say I move a meshes position on a CustomMaterial with Vertex_After_WorldPosComputed for example.

How do I have the GlowLayer take into account the meshes new GPU position?

You can use the GlowLayer.referenceMeshToUseItsOwnMaterial method to make a mesh use its own material to render in the glow layer instead of using the default material provided by the glow layer:

However, you won’t have the same rendering because the default material used by the glow layer only render the mesh with the emissive color => I had to lower the intensity of the light to avoid over-exposition on the sphere.