#include "fluid_common_render.hlsli"

//	Pixel
//	TODO: DX10: replace WorldViewProjection with m_WVP
float4 main(PS_INPUT_RAYCAST input) : SV_Target
{
    float edge = edgeTex.Sample(samLinearClamp, float2(input.pos.x / RTWidth, input.pos.y / RTHeight)).r;

#ifdef RENDER_FIRE
    float4 tex = rayCastTex.Sample(samLinearClamp, float2(input.pos.x / RTWidth, input.pos.y / RTHeight));
    if (edge > 0 && tex.a > 0)
    {
        return Raycast(input);
    }
    else
    {
        return tex;
    }
#else //	RENDER_FIRE
    float4 tex = rayCastTex.Sample(samLinearClamp, float2(input.pos.x / RTWidth, input.pos.y / RTHeight));
    if (edge > 0 && tex.a > 0)
    {
        return Raycast(input) * DiffuseLight;
    }
    // return float4(1,0,0,1);
    else
    {
        return tex * DiffuseLight;
    }
#endif //	RENDER_FIRE
}

