| #line 1 "C:\\Users\\Greg\\shaders\\line\\foo4.frag" |
| Texture2D g_tColor [ 128 ] ; |
| |
| layout ( push_constant ) cbuffer PerViewConstantBuffer_t |
| { |
| uint g_nDataIdx ; |
| uint g_nDataIdx2 ; |
| bool g_B ; |
| } ; |
| |
| #line 12 |
| SamplerState g_sAniso ; |
| |
| struct PS_INPUT |
| { |
| float2 vTextureCoords : TEXCOORD2 ; |
| } ; |
| |
| struct PS_OUTPUT |
| { |
| float4 vColor : SV_Target0 ; |
| } ; |
| |
| PS_OUTPUT MainPs ( PS_INPUT i ) |
| { |
| PS_OUTPUT ps_output ; |
| |
| uint u ; |
| if ( g_B ) |
| |
| |
| #line 1 "C:\\Users\\Greg\\shaders\\line\\u1.h" |
| u = g_nDataIdx ; |
| |
| |
| #line 31 "C:\\Users\\Greg\\shaders\\line\\foo4.frag" |
| else |
| u = g_nDataIdx2 ; |
| ps_output . vColor = g_tColor [ u ] . Sample ( g_sAniso , i . vTextureCoords . xy ) ; |
| return ps_output ; |
| } |
| |