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(); | |
} |