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

24 lines
No EOL
827 B
GLSL

#include "fluid_common.h"
//////////////////////////////////////////////////////////////////////////////////////////
// Geometry
[maxvertexcount (3)]
void main(triangle v2g_fluidsim_clip In[3], inout TriangleStream<g2p_fluidsim_clip> triStream)
{
g2p_fluidsim_clip 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;
Out.clip0 = In[v].clip0;
Out.clip1 = In[v].clip1;
triStream.Append( Out );
}
triStream.RestartStrip( );
}