I do not think there is an option; see here. So you probably have to edit the shader.
I wonder whether you can detect overlapping edges in the double for-loop of the shader?
Otherwise, since the postprocess uses the GeoBuffer, you could either sample the worldPosition texture or calculate worldPosition from depth. Then you constraint outline width by distance to camera.
Here is another playground for editing the shader: https://playground.babylonjs.com/#HBSUDW#8