[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 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 probe rtv 0 (320, 190) rgba (0.0, 0.0, 0.0, 0.0) probe rtv 0 (255, 240) rgba (0.0, 0.0, 0.0, 0.0) probe rtv 0 (320, 240) rgba (0.0, 1.0, 1.0, 1.0) probe rtv 0 (385, 240) rgba (0.0, 0.0, 0.0, 0.0) probe rtv 0 (320, 290) rgba (0.0, 0.0, 0.0, 0.0)