struct S { | |
float4 pos : SV_Position; | |
float2 clip : SV_ClipDistance0; | |
}; | |
[maxvertexcount(3)] | |
void main(triangle in float4 pos[3] : SV_Position, | |
triangle in uint VertexID[3] : VertexID, | |
inout LineStream<S> OutputStream, | |
triangle in float4 clip[3] : SV_ClipDistance) // externally: an array 3 of array 4 (not vec4!) of float. | |
{ | |
S s; | |
s.pos = pos[0]; | |
s.clip = clip[0].xy; | |
OutputStream.Append(s); | |
} | |