#include "fluid_common.hlsli" // Vertex v2g_fluidsim main(v_fluidsim input) { v2g_fluidsim output = (v2g_fluidsim)0; output.pos = float4(input.position.x, input.position.y, input.position.z, 1.0); output.cell0 = float3(input.textureCoords0.x, input.textureCoords0.y, input.textureCoords0.z); output.texcoords = float3((input.textureCoords0.x) / (textureWidth), (input.textureCoords0.y) / (textureHeight), (input.textureCoords0.z + 0.5) / (textureDepth)); float x = output.texcoords.x; float y = output.texcoords.y; float z = output.texcoords.z; // compute single texel offsets in each dimension float invW = 1.0 / textureWidth; float invH = 1.0 / textureHeight; float invD = 1.0 / textureDepth; output.LR = float2(x - invW, x + invW); output.BT = float2(y - invH, y + invH); output.DU = float2(z - invD, z + invD); return output; }