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path: root/demo/d3d/shaders/ellipsoidDepthGS.hlsl
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#include "shaderCommon.h"

cbuffer constBuf : register(b0)
{
	FluidShaderConst gParams;
};

static const float2 corners[4] =
{
	float2(0.0, 1.0), float2(0.0, 0.0), float2(1.0, 1.0), float2(1.0, 0.0)
};

[maxvertexcount(4)]
void ellipsoidDepthGS(point FluidVertexOut input[1], inout TriangleStream<FluidGeoOut> triStream)
{
	const float4 ndcPos = input[0].ndcPos;
	// frustrum culling
	const float ndcBound = 1.0;
	if (any(abs(ndcPos.xy) > ndcBound))
	{
		return;
	}

	float4 bounds = input[0].bounds; 

	const float4 invQuad0 = input[0].invQ0;
	const float4 invQuad1 = input[0].invQ1;
	const float4 invQuad2 = input[0].invQ2;
	const float4 invQuad3 = input[0].invQ3;

	float xmin = bounds.x;
	float xmax = bounds.y;
	float ymin = bounds.z;
	float ymax = bounds.w;

	FluidGeoOut output;

	output.position = float4(xmin, ymax, 0.5, 1.0);
	output.invQ0 = invQuad0;
	output.invQ1 = invQuad1;
	output.invQ2 = invQuad2;
	output.invQ3 = invQuad3;
	triStream.Append(output);

	output.position = float4(xmin, ymin, 0.5, 1.0);
	output.invQ0 = invQuad0;
	output.invQ1 = invQuad1;
	output.invQ2 = invQuad2;
	output.invQ3 = invQuad3;
	triStream.Append(output);

	output.position = float4(xmax, ymax, 0.5, 1.0);
	output.invQ0 = invQuad0;
	output.invQ1 = invQuad1;
	output.invQ2 = invQuad2;
	output.invQ3 = invQuad3;
	triStream.Append(output);

	output.position = float4(xmax, ymin, 0.5, 1.0);
	output.invQ0 = invQuad0;
	output.invQ1 = invQuad1;
	output.invQ2 = invQuad2;
	output.invQ3 = invQuad3;
	triStream.Append(output);
}