#include "fluid_common.hlsli" // Pixel float4 main(p_fluidsim input) : SV_Target { if (textureNumber == 1) { return abs(Texture_color.SampleLevel(samLinear, input.texcoords, 0)).xxxx; } else if (textureNumber == 2) { return abs(Texture_velocity0.SampleLevel(samLinear, input.texcoords, 0)); } else { return float4(abs(Texture_obstvelocity.SampleLevel(samLinear, input.texcoords, 0).xy), abs(Texture_obstacles.SampleLevel(samLinear, input.texcoords, 0).r), 1); } }