#version 450 layout(binding = 0) uniform UniformBufferObject { mat4 model; mat4 geom_rot; mat4 view; mat4 proj; 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 = 0) out uvec2 rasterPos; layout(location = 1) out uint volumeStart; 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; }