e4s-game/gamedata/shaders/d3d11/fluid_advect_vel.ps.hlsl
2026-06-18 01:18:29 +03:00

21 lines
447 B
HLSL

#include "fluid_common.hlsli"
float GravityBuoyancy;
// Pixel
float4 main(p_fluidsim input) : SV_Target
{
float3 npos = GetAdvectedPosTexCoords(input);
float4 Velocity = Texture_velocity0.SampleLevel(samLinear, npos, 0) * modulate;
#ifdef USE_GRAVITY
float Dencity = Texture_color.SampleLevel(samLinear, npos, 0).x;
Velocity.y += Dencity * GravityBuoyancy;
#endif // USE_GRAVITY
return Velocity;
}