#include "fluid_common_render.hlsli"

//	Pixel
//	TODO: DX10: replace WorldViewProjection with m_WVP
float4 main(PS_INPUT_RAYCAST input) : SV_Target
{
    return rayDataTex.Sample(samPointClamp, float2(input.pos.x / RTWidth, input.pos.y / RTHeight));
}
