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