#include "fluid_common_render.hlsli" // Vertex // A full-screen edge detection pass to locate artifacts VS_OUTPUT_EDGE main(VS_INPUT input) { VS_OUTPUT_EDGE output = (VS_OUTPUT_EDGE)0; output.position = float4(input.pos, 1); float2 texelSize = 1.0 / float2(RTWidth, RTHeight); float2 center = float2((input.pos.x + 1) / 2.0, 1.0 - (input.pos.y + 1) / 2.0); // Eight nearest neighbours needed for Sobel. output.textureUV00 = center + float2(-texelSize.x, -texelSize.y); output.textureUV01 = center + float2(-texelSize.x, 0); output.textureUV02 = center + float2(-texelSize.x, texelSize.y); output.textureUV10 = center + float2(0, -texelSize.y); output.textureUV12 = center + float2(0, texelSize.y); output.textureUV20 = center + float2(texelSize.x, -texelSize.y); output.textureUV21 = center + float2(texelSize.x, 0); output.textureUV22 = center + float2(texelSize.x, texelSize.y); return output; }