e4s-sdk/gamedata/shaders/d3d11/fluid_array.gs.hlsl
2026-06-17 23:06:51 +03:00

21 lines
607 B
HLSL

#include "fluid_common.hlsli"
// Geometry
[maxvertexcount(3)]
void main(triangle v2g_fluidsim In[3], inout TriangleStream<g2p_fluidsim> triStream)
{
g2p_fluidsim Out;
// cell0.z of the first vertex in the triangle determines the destination slice index
Out.RTIndex = In[0].cell0.z;
for (int v = 0; v < 3; v++)
{
Out.pos = In[v].pos;
Out.cell0 = In[v].cell0;
Out.texcoords = In[v].texcoords;
Out.LR = In[v].LR;
Out.BT = In[v].BT;
Out.DU = In[v].DU;
triStream.Append(Out);
}
triStream.RestartStrip();
}