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

20 lines
616 B
HLSL

#include "fluid_common.hlsli"
// Geometry
[maxvertexcount(3)]
void main(triangle v2g_fluidsim_dyn_aabb In[3], inout TriangleStream<g2p_fluidsim_dyn_aabb> triStream)
{
g2p_fluidsim_dyn_aabb 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.velocity = In[v].velocity;
Out.clip0 = In[v].clip0;
Out.clip1 = In[v].clip1;
triStream.Append(Out);
}
triStream.RestartStrip();
}