1 struct S { 2 float clip0 : SV_Position; 3 float clip0 : SV_ClipDistance0; 4 float cull0 : SV_CullDistance0; 5 uint vpai : SV_ViewportArrayIndex; 6 uint rtai : SV_RenderTargetArrayIndex; 7 int ii : SV_InstanceID; 8 }; 9 10 [maxvertexcount(4)] 11 void main(triangle in uint VertexID[3] : VertexID, 12 inout LineStream<S> OutputStream) 13 { 14 S s; 15 OutputStream.Append(s); 16 } 17