#include "common.hlsli"

// Geometry
[maxvertexcount(3)]
void main(triangle v2p_TL In[3], inout TriangleStream<v2p_TL> triStream)
{
    v2p_TL Out;

    for (int v = 0; v < 3; v++)
    {
        Out.HPos = In[v].HPos;
        Out.Tex0 = In[v].Tex0;
        Out.Color = float4(0, 0, 1, 1); //	swizzle vertex colour
        triStream.Append(Out);
    }
    triStream.RestartStrip();
}
