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On hap I got no issue, but indeed with HapQ (which has a full screen conversion pass), I can reproduce the issue.
Seems like on Lev plugin he's not setting Tesselation and Geometry shader stages to null, so his converter ends up with the GS from diagonals in the middle (normally on all dx11 nodes it sets a full pipeline to avoid that issue).
I can't fix that on my side, but in the mean time you can use clearpipeline node on top of the suppress diagonals (which will properly reset every shader stages):
*when connected to a renderer
*current x64, current dx11
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