#include "fluid_common.hlsli" struct PSDrawBoxOut { float4 obstacle : SV_TARGET0; float4 velocity : SV_TARGET1; }; // Pixel PSDrawBoxOut main(p_fluidsim_dyn_aabb input) { PSDrawBoxOut voxel; // cells completely inside box = 0.5 if ((input.clip0.x > BOX_EXPANSION) && (input.clip1.x > BOX_EXPANSION) && (input.clip0.y > BOX_EXPANSION) && (input.clip1.y > BOX_EXPANSION) && (input.clip0.z > BOX_EXPANSION) && (input.clip1.z > BOX_EXPANSION)) { voxel.obstacle = 0.5; voxel.velocity = 0; return voxel; } else // cells in box boundary = 1.0 { voxel.obstacle = 1.0; voxel.velocity = float4(input.velocity, 1); return voxel; } }