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20 lines
461 B
20 lines
461 B
4 months ago
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struct S {
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float4 pos : SV_Position;
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float2 clip : SV_ClipDistance0;
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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 float4 clip[3] : SV_ClipDistance) // externally: an array 3 of array 4 (not vec4!) of float.
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{
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S s;
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s.pos = pos[0];
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s.clip = clip[0].xy;
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OutputStream.Append(s);
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}
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