#line 1 "foo.frag" Texture2D g_tColor[ 128 ] ; layout (push_constant) cbuffer PerViewConstantBuffer_t { uint g_nDataIdx; uint g_nDataIdx2; bool g_B; } ; 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; #line 47 if (g_B) #line 3 "foo.h" u = g_nDataIdx; else #line 67 u = g_nDataIdx2; #line 7 "foo2.h" ps_output . vColor = g_tColor [ u ] . Sample ( g_sAniso , i . vTextureCoords . xy ); #line 105 return ps_output ; }