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; if (g_B) #include "i1.h" else u = g_nDataIdx2; ps_output . vColor = g_tColor [ u ] . Sample ( g_sAniso , i . vTextureCoords . xy ); return ps_output ; }