| struct VertexShaderOutput | |
| { | |
| float4 m_position : SV_POSITION; | |
| float4 m_color : COLOR0; | |
| }; | |
| [maxvertexcount(3)] | |
| [instance(5)] | |
| void GeometryShader(triangle VertexShaderOutput input[3], inout TriangleStream<VertexShaderOutput> output, uint id : SV_GSInstanceID) | |
| { | |
| [loop] | |
| for (int i = 0; i < 3; ++i) | |
| { | |
| output.Append(input[i]); | |
| } | |
| output.RestartStrip(); | |
| } |