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

**URL:** <https://forum.babylonjs.com/t/is-there-a-way-to-have-the-glowlayer-take-into-account-vertexshader-globalposition-changes/13001>\
**Category:** Questions\
**Created:** [July 30, 2020, 7:00pm UTC](https://forum.babylonjs.com/t/is-there-a-way-to-have-the-glowlayer-take-into-account-vertexshader-globalposition-changes/13001 "2020-07-30T19:00:30Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Pryme8](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/pryme8/32/7212_2.png) [@Pryme8](https://forum.babylonjs.com/u/Pryme8)\
**Post date:** [July 30, 2020, 7:00pm UTC](https://forum.babylonjs.com/t/is-there-a-way-to-have-the-glowlayer-take-into-account-vertexshader-globalposition-changes/13001/1 "2020-07-30T19:00:30Z")

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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?  
[https://playground.babylonjs.com/#854EGV](https://playground.babylonjs.com/#854EGV)

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**Author:** ![Evgeni\_Popov](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/evgeni_popov/32/4432_2.png) [@Evgeni\_Popov](https://forum.babylonjs.com/u/Evgeni_Popov)\
**Post date:** [July 30, 2020, 8:39pm UTC](https://forum.babylonjs.com/t/is-there-a-way-to-have-the-glowlayer-take-into-account-vertexshader-globalposition-changes/13001/2 "2020-07-30T20:39:05Z")

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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:

[https://playground.babylonjs.com/#854EGV#2](https://playground.babylonjs.com/#854EGV#2)

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.
