e4s-sdk/gamedata/shaders/r3/fluid_advect_vel.ps
2026-06-17 23:06:51 +03:00

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PostScript

#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;
}