#include "fluid_common.h" 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); Velocity.y += Dencity * GravityBuoyancy; #endif // USE_GRAVITY return Velocity; }