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  1. Hello , I am writing geometry shader using UUSL, My shader works fine with opengl , but in directX it fails , because of output variable used in DirectX Suppose I do Emit Vertex in main routine like this it works in both HLSL/GLSL MAIN_GEOM_BEGIN(GEOMETRY_OUT,GEOMETRY_IN) //some code OUT_POSITION = postionLHS; OUT_DATA(1). = colorABC; EMIT_VERTEX OUT_POSITION = postionLHS; OUT_DATA(1). = colorABC; EMIT_VERTEX OUT_POSITION = postionLHS; OUT_DATA(1). = colorABC; EMIT_VERTEX END_PRIMITIVE END_GEOM But I want to create a function like CreateTriangle( int index, float offset ) { OUT_POSITION = postionLHS; OUT_DATA(1). = colorABC; EMIT_VERTEX OUT_POSITION = postionLHS; OUT_DATA(1). = colorABC; EMIT_VERTEX OUT_POSITION = postionLHS; OUT_DATA(1). = colorABC; EMIT_VERTEX END_PRIMITIVE } MAIN_GEOM_BEGIN(GEOMETRY_OUT,GEOMETRY_IN) CreateTriangle( 0, 0.25); CreateTriangle( 1, -0.25); CreateTriangle( 2, 0.50); END_GEOM Currently OUT_POSITION is not available in HLSL shader for CreateTriangle How can i pass the output arguments to CreateTriangle Routine which works in both HLSL or GLSL ?
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