add game&rawdata
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18
gamedata/shaders/r3/fluid_raydata_back.ps
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18
gamedata/shaders/r3/fluid_raydata_back.ps
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#include "fluid_common_render.h"
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//////////////////////////////////////////////////////////////////////////////////////////
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// Pixel
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// TODO: DX10: replace WorldViewProjection with m_WVP
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float4 main(PS_INPUT_RAYDATA_BACK input) : SV_Target
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{
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float4 output;
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// float sceneZ = sceneDepthTex.SampleLevel( samLinearClamp, float2(input.pos.x/RTWidth, input.pos.y/RTHeight),0).r;
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float sceneZ = sceneDepthTex.SampleLevel( samLinearClamp, float2(input.pos.x/RTWidth, input.pos.y/RTHeight),0).z;
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if ( sceneZ < Z_EPSILON ) sceneZ = Z_MAX;
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// This value will only remain if no fragments get blended on top in the next pass (front-faces)
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// which would happen if the front faces of the box get clipped by the near plane of the camera
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output.xyz = NEARCLIPPED_PIXEL_RAYPOS;
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output.w = min(input.depth, sceneZ);
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return output;
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}
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