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

15 lines
384 B
HLSL

#include "fluid_common.hlsli"
// Pixel
float4 main(p_fluidsim input) : SV_Target
{
if (IsNonEmptyCell(input.texcoords.xyz))
{
return 0;
}
float3 npos = GetAdvectedPosTexCoords(input);
float4 ret = Texture_color.SampleLevel(samLinear, npos, 0) * modulate - k;
ret = clamp(ret, float4(0, 0, 0, 0), float4(5, 5, 5, 5));
return ret;
}