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Use multiple terms to narrow results (AND), and add @vertex,
@fragment, or @compute to filter by shader stage.
Calculates the final color of each pixel on the screen
The fullscreen vertex outputs z=0.0, which equals the cleared depth at sky pixels in
reversed-Z. The GreaterEqual depth test passes only where depth == 0, so this only writes
to pixels untouched by geometry.
The fullscreen vertex outputs z=0.0, which equals the cleared depth at sky pixels in reversed-Z. The GreaterEqual depth test passes only where depth == 0, so this only writes to pixels untouched by geometry.