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struct S {
float clip0 : SV_Position;
float clip0 : SV_ClipDistance0;
float cull0 : SV_CullDistance0;
uint vpai : SV_ViewportArrayIndex;
uint rtai : SV_RenderTargetArrayIndex;
int ii : SV_InstanceID;
};
[maxvertexcount(4)]
void main(triangle in uint VertexID[3] : VertexID,
inout LineStream<S> OutputStream)
{
S s;
OutputStream.Append(s);
}
[maxvertexcount(4)]
void notmain(line in uint VertexID[2] : VertexID,
inout LineStream<S> OutputStream)
{
S s;
OutputStream.Append(s);
}