add game&rawdata
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gamedata/shaders/r3/fluid_advect_vel.ps
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21
gamedata/shaders/r3/fluid_advect_vel.ps
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#include "fluid_common.h"
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float GravityBuoyancy;
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//////////////////////////////////////////////////////////////////////////////////////////
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// Pixel
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float4 main( p_fluidsim input ) : SV_Target
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{
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float3 npos = GetAdvectedPosTexCoords(input);
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float4 Velocity = Texture_velocity0.SampleLevel( samLinear, npos, 0) * modulate;
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#ifdef USE_GRAVITY
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float Dencity = Texture_color.SampleLevel( samLinear, npos, 0);
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Velocity.y += Dencity * GravityBuoyancy;
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#endif // USE_GRAVITY
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return Velocity;
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}
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