[require]
shader model >= 4.0
geometry-shader

[input layout]
0 r32g32b32a32-float SV_POSITION
0 r32g32b32a32-float COLOR

[vb 0]
0.0 0.0 1.0 1.0   0.0 1.0 1.0 1.0

[vertex shader]
struct vs_data
{
    float4 pos : SV_POSITION;
    float4 color : COLOR;
};

void main(in struct vs_data vs_input, out struct vs_data vs_output)
{
    vs_output.pos = vs_input.pos;
    vs_output.color = vs_input.color;
}

[geometry shader todo]
struct gs_data
{
    float4 pos : SV_POSITION;
    float4 color : COLOR;
};

    [maxvertexcount(4)]
void main(point struct gs_data vin[1], inout TriangleStream<gs_data> vout)
{
    float offset = 0.2 * vin[0].pos.w;
    gs_data v;

    v.color = vin[0].color;

    v.pos = float4(vin[0].pos.x - offset, vin[0].pos.y - offset, vin[0].pos.z, 1.0);
    vout.Append(v);
    v.pos = float4(vin[0].pos.x - offset, vin[0].pos.y + offset, vin[0].pos.z, 1.0);
    vout.Append(v);
    v.pos = float4(vin[0].pos.x + offset, vin[0].pos.y - offset, vin[0].pos.z, 1.0);
    vout.Append(v);
    v.pos = float4(vin[0].pos.x + offset, vin[0].pos.y + offset, vin[0].pos.z, 1.0);
    vout.Append(v);
}

[pixel shader]
struct ps_data
{
    float4 pos : SV_POSITION;
    float4 color : COLOR;
};

float4 main(struct ps_data ps_input) : SV_Target
{
    return ps_input.color;
}

[test]
todo(sm<6) draw point list 1
todo(mvk) probe rtv 0 (320, 190) rgba(0.0, 0.0, 0.0, 0.0)
todo(mvk) probe rtv 0 (255, 240) rgba(0.0, 0.0, 0.0, 0.0)
todo(mvk) probe rtv 0 (320, 240) rgba(0.0, 1.0, 1.0, 1.0)
todo(mvk) probe rtv 0 (385, 240) rgba(0.0, 0.0, 0.0, 0.0)
todo(mvk) probe rtv 0 (320, 290) rgba(0.0, 0.0, 0.0, 0.0)
