hlsl.pp.line3.frag 546 B

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  1. Texture2D g_tColor[ 128 ] ;
  2. layout (push_constant) cbuffer PerViewConstantBuffer_t
  3. {
  4. uint g_nDataIdx;
  5. uint g_nDataIdx2;
  6. bool g_B;
  7. } ;
  8. SamplerState g_sAniso;
  9. struct PS_INPUT
  10. {
  11. float2 vTextureCoords : TEXCOORD2 ;
  12. } ;
  13. struct PS_OUTPUT
  14. {
  15. float4 vColor : SV_Target0 ;
  16. } ;
  17. PS_OUTPUT MainPs ( PS_INPUT i )
  18. {
  19. PS_OUTPUT ps_output ;
  20. uint u;
  21. if (g_B)
  22. #include "i1.h"
  23. else
  24. u = g_nDataIdx2;
  25. ps_output . vColor = g_tColor [ u ] . Sample ( g_sAniso , i . vTextureCoords . xy );
  26. return ps_output ;
  27. }