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struct S {
float4 pos : SV_Position;
float2 clip0 : SV_ClipDistance0; // clip0 and clip1 form an array of float[4] externally.
float2 clip1 : SV_ClipDistance1;
};
[maxvertexcount(3)]
void main(triangle in float4 pos[3] : SV_Position,
triangle in uint VertexID[3] : VertexID,
inout LineStream<S> OutputStream,
triangle in float4 clip[3] : SV_ClipDistance) // externally: an array 3 of array 4 (not vec4!) of float.
{
S s;
s.pos = pos[0];
s.clip0 = clip[0].xy;
s.clip1 = clip[0].zw;
OutputStream.Append(s);
}