shader ClearHandleAlpha { blend { target { writemask = A; }; }; depth { read = false; write = false; }; stencil { enabled = true; front = { keep, keep, keep, lte }; reference = 1; }; code { float4 vsmain(float2 screenPos : POSITION) : SV_POSITION { return float4(screenPos, 0, 1); } float4 fsmain(in float4 inPos : SV_Position) : SV_Target { return float4(0, 0, 0, 1); } }; };