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