[require]
shader model >= 5.0
shader model < 6.0

[effect]
DepthStencilState ds;
RasterizerState rs;
HullShader hs;
ComputeShader cs;
DomainShader doms;
RenderTargetView rtv1;
DepthStencilView dsv;
BlendState bs;
VertexShader vs;
PixelShader ps;

technique11
{
    pass
    {
        SetDepthStencilState(ds, 123);
        SetRasterizerState(rs);
        SetHullShader(hs);
        SetComputeShader(cs);
        SetDomainShader(doms);
        OMSetRenderTargets(rtv1, dsv);
        SetBlendState(bs, float4(1, 2, 3, 4), 0xf);
        SetVertexShader(vs);
        SetPixelShader(ps);
    }
    pass
    {
        SetDepthStencilState(NULL, 4);
        SetRasterizerState(NULL);
        SetHullShader(NULL);
        SetComputeShader(NULL);
        SetDomainShader(NULL);
        OMSetRenderTargets(NULL, NULL);
        SetBlendState(NULL, float4(5, 6, 7, 8), 0xf0);
        SetVertexShader(NULL);
        SetPixelShader(NULL);
        SetGeometryShader(NULL);
    }
    pass
    {
        SetDepthStencilState(1-1, 4);
        SetRasterizerState(1-1);
        SetHullShader(1-1);
        SetComputeShader(1-1);
        SetDomainShader(1-1);
        OMSetRenderTargets(1-1, 1-1);
        SetBlendState(1-1, float4(5, 6, 7, 8), 0xf0);
        SetVertexShader(1-1);
        SetPixelShader(1-1);
        SetGeometryShader(0u);
    }
}
