init
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gamedata/shaders/d3d11/fluid_advect.ps.hlsl
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gamedata/shaders/d3d11/fluid_advect.ps.hlsl
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#include "fluid_common.hlsli"
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// Pixel
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float4 main(p_fluidsim input) : SV_Target
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{
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if (IsNonEmptyCell(input.texcoords.xyz))
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{
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return 0;
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}
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float3 npos = GetAdvectedPosTexCoords(input);
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return Texture_color.SampleLevel(samLinear, npos, 0) * modulate;
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}
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