#include "fluid_common.hlsli" float GravityBuoyancy; // Pixel float4 main(p_fluidsim input) : SV_Target { float3 npos = GetAdvectedPosTexCoords(input); float4 Velocity = Texture_velocity0.SampleLevel(samLinear, npos, 0) * modulate; #ifdef USE_GRAVITY float Dencity = Texture_color.SampleLevel(samLinear, npos, 0).x; Velocity.y += Dencity * GravityBuoyancy; #endif // USE_GRAVITY return Velocity; }