#include "fluid_common.hlsli"

float GravityBuoyancy;

//	Pixel
float4 main(p_fluidsim input) : SV_Target
{
    float3 npos = GetAdvectedPosTexCoords(input);

    float4 Velocity = Texture_velocity0.SampleLevel(samLinear, npos, 0) * modulate;

#ifdef USE_GRAVITY

    float Dencity = Texture_color.SampleLevel(samLinear, npos, 0).x;
    Velocity.y += Dencity * GravityBuoyancy;

#endif //	USE_GRAVITY

    return Velocity;
}

