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// test geometry shader in fragment shader. GS attributes should be successfully ignored.
struct myVertex {
float4 pos : SV_Position;
};
[maxvertexcount(1)]
void GS_Draw(point myVertex IN, inout PointStream<myVertex> OutputStream)
{
OutputStream.Append(IN);
OutputStream.RestartStrip();
}
float4 main() : SV_TARGET
{
return 0;
}