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struct VS_OUTPUT {
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float4 Position : SV_Position;
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float3 clip0 : SV_ClipDistance0; // multiple semantic IDs, vec3+vec4 (skip)
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float4 clip1 : SV_ClipDistance1; // ...
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};
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float4 main(VS_OUTPUT v) : SV_Target0
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{
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return v.Position + v.clip0.x + v.clip1.x;
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}
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