#version 450

layout(binding = 0) uniform UniformBufferObject {
    mat4 model;
    mat4 geom_rot;
    mat4 view;
    mat4 proj;
    vec3 camera_pos;
    bool[16] use_geom_shader;
} ubo;


layout(location = 0) in vec3 inPosition;
layout(location = 1) in uvec2 inRasterPos;
layout(location = 2) in uint inVolumeStart;
layout(location = 3) in uint inFacing;
layout(location = 4) in uvec2 inMinRasterPos;
layout(location = 5) in uvec2 inMaxRasterPos;

layout(location = 0) out vec2 rasterPos;
layout(location = 1) flat out uint volumeStart;
layout(location = 2) out vec3 origPosition;
layout(location = 3) flat out uint facing;

layout(location = 4) flat out uvec2 minRasterPos;
layout(location = 5) flat out uvec2 maxRasterPos;

void main() {
    if (ubo.use_geom_shader[0]) {
        gl_Position = ubo.geom_rot * ubo.model *  vec4(inPosition, 1.0);
    } else {
        gl_Position = ubo.proj * ubo.view * ubo.geom_rot * ubo.model *  vec4(inPosition, 1.0);
    }
    rasterPos = inRasterPos;
    volumeStart = inVolumeStart;
    origPosition = inPosition;
    facing = inFacing;

    minRasterPos = inMinRasterPos;
    maxRasterPos = inMaxRasterPos;
}