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

	{
		f_VoxelColor = voxel;
	}
	else
	{
		f_VoxelColor = vec4(1, 1, 1, 0.005);
	}

	// 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/voxelize.h"

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