I personally find that looking at nodes like this in the NodeEditor helps if they have really dodgy/hidden mel AETemplate based functionality and a non obvious codeable interaction. (WARNING: I'm realtively sure coding this in, without using the AETemplate calls will break the AETemplate and render the attribute view pretty useless.)
You can see that this one has Input[0].inShape. So all you need to do is connect something to that attribute and can work with the code for compound attributes to detect:
import maya.cmds as mc
node = 'tripleShadingSwitch1'
[attr for attr in mc.listAttr('%s.input[:]' % node) if mc.listConnections('%s.%s'%(node, attr))]
This will display all connected input attributes. Remove the if in the list comprehension and you can then just get all input attributes that are currently added to the node. Good luck.