20 lines
		
	
	
		
			480 B
		
	
	
	
		
			GLSL
		
	
	
	
			
		
		
	
	
			20 lines
		
	
	
		
			480 B
		
	
	
	
		
			GLSL
		
	
	
	
| struct S {
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|     float4 pos     : SV_Position;
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|     float2 clip[2] : SV_ClipDistance0;
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| };
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| 
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| [maxvertexcount(3)]
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| void main(triangle in float4 pos[3] : SV_Position, 
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|           triangle in uint VertexID[3] : VertexID,
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|           inout LineStream<S> OutputStream,
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|           triangle in float2 clip[3][2] : SV_ClipDistance) // externally: an array 3 of array 4 of float.
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| {
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|     S s;
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| 
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|     s.pos = pos[0];
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|     s.clip[0] = clip[0][0];
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|     s.clip[1] = clip[0][1];
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| 
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|     OutputStream.Append(s);
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| }
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