1struct S { 2 float4 pos : SV_Position; 3 float2 clip0 : SV_ClipDistance0; // clip0 and clip1 form an array of float[4] externally. 4 float2 clip1 : SV_ClipDistance1; 5}; 6 7[maxvertexcount(3)] 8void main(triangle in float4 pos[3] : SV_Position, 9 triangle in uint VertexID[3] : VertexID, 10 inout LineStream<S> OutputStream, 11 triangle in float4 clip[3] : SV_ClipDistance) // externally: an array 3 of array 4 (not vec4!) of float. 12{ 13 S s; 14 15 s.pos = pos[0]; 16 s.clip0 = clip[0].xy; 17 s.clip1 = clip[0].zw; 18 19 OutputStream.Append(s); 20} 21