#include "fluid_common.hlsli" // Pixel float4 main(p_fluidsim input) : SV_Target { if (IsNonEmptyCell(input.texcoords.xyz)) { return 0; } float3 npos = GetAdvectedPosTexCoords(input); float4 ret = Texture_color.SampleLevel(samLinear, npos, 0) * modulate - k; ret = clamp(ret, float4(0, 0, 0, 0), float4(5, 5, 5, 5)); return ret; }