So you can do these effects with VERTEX_ID in a shader. You'd have to pass a uniform array with information about what you want to do and then process that in the vertex shader.
VERTEX_ID will be 0 for the first vertex, then 1, etc. For the first example, you know each quad has 6 vertices (2 triangles) so you can do some math to know they are the same face and then slightly alter the position to face the camera.
The second example could be done the same way, but with a cube instead of a face. But I don't know the math off-hand.