#include "fluid_common.hlsli" // Pixel float4 main(p_fluidsim input) : SV_Target { if (IsNonEmptyCell(input.texcoords.xyz)) { return 0; } float dist = length(input.cell0 - center.xyz) * size; // float dist = length( input.cell0 - center ) * size / 2; float4 result; // result.rgb = splatColor; // + sin(splatColor.rgb*10.0+cell*5.0)*0.2; result.rgb = splatColor.xyz + length(splatColor) * sin(splatColor.xyz * 10.0 + input.cell0 * 5.0) * 0.2; // result.a = exp( -dist*dist/(0.05) ); // result.a = exp( -dist*dist ); result.a = exp(-dist * dist / 0.5); return result; }