#include "fluid_common.hlsli"

//	Pixel
float4 main(p_fluidsim input) : SV_Target
{
    if (IsNonEmptyCell(input.texcoords.xyz))
    {
        return 0;
    }

    float dist = length(input.cell0 - center.xyz) * size;
    //	float dist = length( input.cell0 - center ) * size / 2;
    float4 result;
    //    result.rgb = splatColor;    // + sin(splatColor.rgb*10.0+cell*5.0)*0.2;
    result.rgb = splatColor.xyz + length(splatColor) * sin(splatColor.xyz * 10.0 + input.cell0 * 5.0) * 0.2;
    //	result.a = exp( -dist*dist/(0.05) );
    //	result.a = exp( -dist*dist );
    result.a = exp(-dist * dist / 0.5);

    return result;
}

