2 float4 pos : SV_Position;
3 float2 clip : SV_ClipDistance0;
7 void main(triangle in float4 pos[3] : SV_Position,
8 triangle in uint VertexID[3] : VertexID,
9 inout LineStream<S> OutputStream,
10 triangle in float4 clip[3] : SV_ClipDistance) // externally: an array 3 of array 4 (not vec4!) of float.
17 OutputStream.Append(s);