// test geometry shader in fragment shader. GS attributes should be successfully ignored. | |
struct myVertex { | |
float4 pos : SV_Position; | |
}; | |
[maxvertexcount(1)] | |
void GS_Draw(point myVertex IN, inout PointStream<myVertex> OutputStream) | |
{ | |
OutputStream.Append(IN); | |
OutputStream.RestartStrip(); | |
} | |
float4 main() : SV_TARGET | |
{ | |
return 0; | |
} |