technique Clear { depth { read = false; write = false; }; code { struct VStoFS { float4 position : SV_Position; }; struct VertexInput { float2 screenPos : POSITION; float2 uv0 : TEXCOORD0; }; cbuffer Params { uint gClearValue; }; VStoFS vsmain(VertexInput input) { VStoFS output; output.position = float4(input.screenPos, 0, 1); return output; } uint4 fsmain(VStoFS input) : SV_Target0 { return uint4(gClearValue, gClearValue, gClearValue, gClearValue); } }; };