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HLSL fountain effect

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Hi, I have to write a fountain effect using RenderMonkey and HLSL. In the center of a quad there is a fountain and falling water drops create ripples on water. I've written a particle shader - quads that subordinate to the Newton equatations and shader for water ripples. The problem is how to combine those two effects ? i.e. how to show where drops should create a ripple on a surface. I was thinking about rendering to texture places where the quads hit the water surface. But in this case, vertex shader will write all quads to texture not only those that hit water. Can I omit some of the vertices, or write them outside of a texure ? Thanks Omi

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Quote:
Original post by Omikron1983
Can I omit some of the vertices, or write them outside of a texure ?

You can use the clip hlsl instric to "cancel" a pixel when it's being drawn.

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