#include "fluid_common_render.h" ////////////////////////////////////////////////////////////////////////////////////////// // 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 }