Technique = { Language = "HLSL11"; Pass = { Target = { WriteMask = A; }; DepthRead = false; DepthWrite = false; Stencil = true; StencilOpFront = { KEEP, KEEP, KEEP, LTE }; StencilRef = 1; Vertex = { float4 main(float2 screenPos : POSITION) : SV_POSITION { return float4(screenPos, 0, 1); } }; Fragment = { float4 main(in float4 inPos : SV_Position) : SV_Target { return float4(0, 0, 0, 1); } }; }; }; Technique = { Language = "GLSL"; Pass = { Target = { WriteMask = A; }; DepthRead = false; DepthWrite = false; Stencil = true; StencilOpFront = { KEEP, KEEP, KEEP, LTE }; StencilRef = 1; Vertex = { in vec3 bs_position; out gl_PerVertex { vec4 gl_Position; }; void main() { gl_Position = vec4(bs_position.xy, 0, 1); } }; Fragment = { out vec4 fragColor; void main() { fragColor = vec4(0, 0, 0, 1); } }; }; };