hlsl.clipdistance-3.geom 584 B

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  1. struct S {
  2. float4 pos : SV_Position;
  3. float2 clip0 : SV_ClipDistance0; // clip0 and clip1 form an array of float[4] externally.
  4. float2 clip1 : SV_ClipDistance1;
  5. };
  6. [maxvertexcount(3)]
  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.
  11. {
  12. S s;
  13. s.pos = pos[0];
  14. s.clip0 = clip[0].xy;
  15. s.clip1 = clip[0].zw;
  16. OutputStream.Append(s);
  17. }