#include "fluid_common_render.hlsli" // Pixel // TODO: DX10: replace WorldViewProjection with m_WVP float4 main(PS_INPUT_RAYCAST input) : SV_Target { float edge = edgeTex.Sample(samLinearClamp, float2(input.pos.x / RTWidth, input.pos.y / RTHeight)).r; #ifdef RENDER_FIRE float4 tex = rayCastTex.Sample(samLinearClamp, float2(input.pos.x / RTWidth, input.pos.y / RTHeight)); if (edge > 0 && tex.a > 0) { return Raycast(input); } else { return tex; } #else // RENDER_FIRE float4 tex = rayCastTex.Sample(samLinearClamp, float2(input.pos.x / RTWidth, input.pos.y / RTHeight)); if (edge > 0 && tex.a > 0) { return Raycast(input) * DiffuseLight; } // return float4(1,0,0,1); else { return tex * DiffuseLight; } #endif // RENDER_FIRE }