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gamedata/shaders/d3d11/fluid_raycast_quad.vs.hlsl
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gamedata/shaders/d3d11/fluid_raycast_quad.vs.hlsl
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#include "fluid_common_render.hlsli"
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// Vertex
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// TODO: DX10: replace WorldViewProjection with m_WVP
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PS_INPUT_RAYCAST main(VS_INPUT input)
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{
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PS_INPUT_RAYCAST output = (PS_INPUT_RAYCAST)0;
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output.pos = float4(input.pos, 1);
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// output.posInGrid = mul( float4( input.pos.xy*ZNear, 0, ZNear ), InvWorldViewProjection );
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output.posInGrid = mul(InvWorldViewProjection, float4(input.pos.xy * ZNear, 0, ZNear)).xyz;
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return output;
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}
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