ClearHandleAlpha.bsl 989 B

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  1. Technique =
  2. {
  3. Language = "HLSL11";
  4. Pass =
  5. {
  6. Target =
  7. {
  8. WriteMask = A;
  9. };
  10. DepthRead = false;
  11. DepthWrite = false;
  12. Stencil = true;
  13. StencilOpFront = { KEEP, KEEP, KEEP, LTE };
  14. StencilRef = 1;
  15. Vertex =
  16. {
  17. float4 main(float2 screenPos : POSITION) : SV_POSITION
  18. {
  19. return float4(screenPos, 0, 1);
  20. }
  21. };
  22. Fragment =
  23. {
  24. float4 main(in float4 inPos : SV_Position) : SV_Target
  25. {
  26. return float4(0, 0, 0, 1);
  27. }
  28. };
  29. };
  30. };
  31. Technique =
  32. {
  33. Language = "GLSL";
  34. Pass =
  35. {
  36. Target =
  37. {
  38. WriteMask = A;
  39. };
  40. DepthRead = false;
  41. DepthWrite = false;
  42. Stencil = true;
  43. StencilOpFront = { KEEP, KEEP, KEEP, LTE };
  44. StencilRef = 1;
  45. Vertex =
  46. {
  47. in vec3 bs_position;
  48. out gl_PerVertex
  49. {
  50. vec4 gl_Position;
  51. };
  52. void main()
  53. {
  54. gl_Position = vec4(bs_position.xy, 0, 1);
  55. }
  56. };
  57. Fragment =
  58. {
  59. out vec4 fragColor;
  60. void main()
  61. {
  62. fragColor = vec4(0, 0, 0, 1);
  63. }
  64. };
  65. };
  66. };