#include "fluid_common_render.hlsli" // Vertex // TODO: DX10: replace WorldViewProjection with m_WVP PS_INPUT_RAYCAST main(VS_INPUT input) { PS_INPUT_RAYCAST output = (PS_INPUT_RAYCAST)0; output.pos = float4(input.pos, 1); // output.posInGrid = mul( float4( input.pos.xy*ZNear, 0, ZNear ), InvWorldViewProjection ); output.posInGrid = mul(InvWorldViewProjection, float4(input.pos.xy * ZNear, 0, ZNear)).xyz; return output; }