41 lines
		
	
	
		
			631 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			41 lines
		
	
	
		
			631 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#line 1 "foo.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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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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#line 47
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    if (g_B)
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#line 3 "foo.h"
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        u = g_nDataIdx;
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    else
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#line 67
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        u = g_nDataIdx2;
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#line 7 "foo2.h"
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    ps_output . vColor = g_tColor [ u ] . Sample ( g_sAniso , i . vTextureCoords . xy );
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#line 105
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    return ps_output ;
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}
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