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

32 lines
860 B
HLSL

#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
}