#include "common.hlsli" // Geometry [maxvertexcount(3)] void main(triangle v2p_TL In[3], inout TriangleStream 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(); }