 
 layout(local_size_x = 6) in;
 
-#include common.glsl
-
 void main() {
   uint groupId = gl_WorkGroupID.x;
   uint localId = gl_LocalInvocationID.x;

  int outOffset = minfo.idx;
  int uvOffset = minfo.uvOffset;
  int flags = minfo.flags;
  int orientation = flags & 0x7ff;
  ivec4 pos = ivec4(minfo.x, minfo.y, minfo.z, 0);

  if (localId >= size) {

    thisC = tempvb[offset + ssboOffset * 3 + 2];
  }

  uint myOffset = localId;

  // position vertices in scene and write to out buffer
  vout[outOffset + myOffset * 3]     = pos + thisA;
  vout[outOffset + myOffset * 3 + 1] = pos + thisB;
  vout[outOffset + myOffset * 3 + 2] = pos + thisC;

  if (uvOffset < 0) {
    uvout[outOffset + myOffset * 3]     = vec4(0, 0, 0, 0);
