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gamedata/shaders/d3d11/fluid_array.gs.hlsl
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gamedata/shaders/d3d11/fluid_array.gs.hlsl
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#include "fluid_common.hlsli"
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// Geometry
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[maxvertexcount(3)]
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void main(triangle v2g_fluidsim In[3], inout TriangleStream<g2p_fluidsim> triStream)
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{
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g2p_fluidsim Out;
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// cell0.z of the first vertex in the triangle determines the destination slice index
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Out.RTIndex = In[0].cell0.z;
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for (int v = 0; v < 3; v++)
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{
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Out.pos = In[v].pos;
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Out.cell0 = In[v].cell0;
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Out.texcoords = In[v].texcoords;
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Out.LR = In[v].LR;
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Out.BT = In[v].BT;
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Out.DU = In[v].DU;
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triStream.Append(Out);
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}
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triStream.RestartStrip();
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}
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