#include "fluid_common.h" ////////////////////////////////////////////////////////////////////////////////////////// // Vertex v2g_fluidsim_clip main_vs_4_0( v_fluidsim input) { v2g_fluidsim_clip output = (v2g_fluidsim_clip)0; output.pos = float4(input.position.x, input.position.y, input.position.z, 1.0); output.cell0 = float3(input.textureCoords0.x, input.textureCoords0.y, input.textureCoords0.z); output.texcoords = float3( (input.textureCoords0.x)/(textureWidth), (input.textureCoords0.y)/(textureHeight), (input.textureCoords0.z+0.5)/(textureDepth)); float x = output.texcoords.x; float y = output.texcoords.y; float z = output.texcoords.z; // compute single texel offsets in each dimension float invW = 1.0/textureWidth; float invH = 1.0/textureHeight; float invD = 1.0/textureDepth; output.LR = float2(x - invW, x + invW); output.BT = float2(y - invH, y + invH); output.DU = float2(z - invD, z + invD); // float3 clip0 : SV_ClipDistance0; // float3 clip1 : SV_ClipDistance1; for (int i=0; i<3; ++i) { output.clip0[i] = dot( float4(output.cell0,1), OOBBClipPlane[i]); output.clip1[i] = dot( float4(output.cell0,1), OOBBClipPlane[i+3]); // Make box a voxel bigger in each direction // BOX_EXPANSION - voxel diagonal length //output.clip0[i] += BOX_EXPANSION; //output.clip1[i] += BOX_EXPANSION; } return output; }