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- 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);
- }
- };
- };
- };
|