 	{
 		f_VoxelColor = voxel;
 	}
-	else
+	else if (renderEmpty == 1)
 	{
 		f_VoxelColor = vec4(1, 1, 1, 0.005);
 	}
+  else
+  {
+    return;
+  }
 
 	// gl_PointSize = gl_in[0].gl_PointSize * 2; // no working for a reason
 	gl_Position = gl_in[0].gl_Position;

#extension GL_ARB_geometry_shader4 : enable

#include <common.h>
#include "voxel/voxel.h"

in gl_PerVertex { vec4 gl_Position; } gl_in [];
out gl_PerVertex { vec4 gl_Position; };


uniform readonly layout(binding = 0, r32ui /*rgba32ui*/ ) uimage3D toVis3D;
uniform vec2 gridDim;
uniform int renderEmpty = 0;

void main()
{
