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