#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 ; }