#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; }