#include "fluid_common_render.h" ////////////////////////////////////////////////////////////////////////////////////////// // Pixel // TODO: DX10: replace WorldViewProjection with m_WVP float4 main(PS_INPUT_RAYDATA_BACK input) : SV_Target { float4 output; // float sceneZ = sceneDepthTex.SampleLevel( samLinearClamp, float2(input.pos.x/RTWidth, input.pos.y/RTHeight),0).r; float sceneZ = sceneDepthTex.SampleLevel( samLinearClamp, float2(input.pos.x/RTWidth, input.pos.y/RTHeight),0).z; if ( sceneZ < Z_EPSILON ) sceneZ = Z_MAX; // This value will only remain if no fragments get blended on top in the next pass (front-faces) // which would happen if the front faces of the box get clipped by the near plane of the camera output.xyz = NEARCLIPPED_PIXEL_RAYPOS; output.w = min(input.depth, sceneZ); return output; }