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      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