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gamedata/shaders/d3d11/fluid_raydata_back.vs.hlsl
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gamedata/shaders/d3d11/fluid_raydata_back.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_RAYDATA_BACK main(VS_INPUT input)
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{
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PS_INPUT_RAYDATA_BACK output = (PS_INPUT_RAYDATA_BACK)0;
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// output.pos = mul(float4(input.pos,1), WorldViewProjection);
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output.pos = mul(WorldViewProjection, float4(input.pos, 1));
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output.depth = output.pos.w;
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return output;
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}
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