| /*#pragma settings GeometryShaderSupport*/ | |
| uniform float4 sk_RTAdjust; | |
| layout(points) in; | |
| layout(invocations = 2) in; | |
| layout(line_strip, max_vertices = 2) out; | |
| void main() { | |
| sk_Position = sk_in[0].sk_Position + float4(-0.5, 0, 0, sk_InvocationID); | |
| EmitVertex(); | |
| sk_Position = sk_in[0].sk_Position + float4(0.5, 0, 0, sk_InvocationID); | |
| EmitVertex(); | |
| EndPrimitive(); | |
| } |