 
   const vec4 center = gl_in[0].gl_Position;
   vec4 pos = center;
-
+  voxelColor.a = 1.0;
+
+  // +Z
   pos.xyz = center.xyz + vec3(-1,-1,1) * halfVox;
   gl_Position =  VPMatrix * ModelMatrix * pos;
+  f_VoxelColor = voxelColor;
   EmitVertex();
 
   pos.xyz = center.xyz + vec3(1,-1,1) * halfVox;

    halfVox = 0.95/vec3(maskSize);
  }

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

  gl_Position =  VPMatrix * ModelMatrix * pos;
  EmitVertex();

  // +X
  //for degenerate purpose
  // f_VoxelColor.rgb = voxelColor.rgb;
  EmitVertex();
  //f_color = vec4( 0.2, 0.2, 0.2, 1 );
  pos.xyz = center.xyz + vec3(1,-1,1) * halfVox;
