compositor basic
{
	technique first
	{
		texture rt0 target_width target_height pf_a8r8g8b8 false global_scope
		target rt0
		{
			input previous
		}
		target_output
		{
			input none
			pass stencil
			{
				check 1
				comp_func always_pass
				ref_value 3
				fail_op keep
				depth_fail_op increment
				pass_op replace
				two_sided 1
			}
		}
	}
}
compositor next
{
	technique first
	{
		texture_ref rt1 rt0
		
	}
}
