#include "fluid_common_render.hlsli"

//	Vertex
//	TODO: DX10: replace WorldViewProjection with m_WVP
PS_INPUT_RAYDATA_FRONT main(VS_INPUT input)
{
    PS_INPUT_RAYDATA_FRONT output = (PS_INPUT_RAYDATA_FRONT)0;
    //    output.pos = mul(float4(input.pos,1), WorldViewProjection);
    output.pos = mul(WorldViewProjection, float4(input.pos, 1));
    output.posInGrid = input.pos;
    output.depth = output.pos.w;
    return output;
}
