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FluidSimulation/res/shaders/Render.slang
T

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import FluidGridData;
struct Params
{
FluidGridData<float> density;
};
ParameterBlock<Params> params;
struct VertexOut
{
float4 position : SV_Position;
float2 uv : UV;
};
[shader("vertex")]
VertexOut vertexMain(uint vertexId : SV_VertexID)
{
VertexOut output;
output.uv = float2((vertexId << 1) & 2, vertexId & 2);
output.position = float4(output.uv * 2.0f - 1.0f, 0, 1);
return output;
}
[shader("pixel")]
float4 fragmentMain(VertexOut input) : SV_Target
{
FluidGridData<float> density = params.density;
int x = int(input.uv.x * (gridSize.x - 2) + 1);
int y = int(input.uv.y * (gridSize.y - 2) + 1);
float d = density[x, y, 1];
return float4(d, d, d, 1);
}