TSL: Output of pass node into screen space

HTML

<script type="importmap">
	{
		"imports": {
			"three": "https://unpkg.com/three/build/three.webgpu.js",
      "three/webgpu": "https://unpkg.com/three/build/three.webgpu.js",
      "three/tsl": "https://unpkg.com/three/build/three.tsl.js",
      "three/addons/": "https://unpkg.com/three/examples/jsm/"
		}
	}
</script>

CSS

body {
	margin: 0px;
}

JavaScript

import * as THREE from 'three';
import { Fn, color, pass, mix, screenUV, step } from 'three/tsl'
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';

const textureLoader = new THREE.TextureLoader();

const imgUrl = 'https://canada1.discourse-cdn.com/flex035/uploads/threejs/original/2X/c/c74c5243388bbfa21a39c3e824ddba702a623dec.png'

let mesh, renderer, scene, camera, controls;

init();

function init() {

    // renderer
    renderer = new THREE.WebGPURenderer();
    renderer.setSize( window.innerWidth, window.innerHeight );
    renderer.setPixelRatio( window.devicePixelRatio );
    renderer.setAnimationLoop( animate );
    document.body.appendChild( renderer.domElement );

    // scene
    scene = new THREE.Scene();
    scene.background = new THREE.Color( 0x000000 );

    const maskScene = new THREE.Scene();

    textureLoader.load(imgUrl, (tex) => {
      tex.matrixAutoUpdate = false;
      tex.magFilter = THREE.NearestFilter;
      tex.minFilter = THREE.LinearMipMapLinearFilter;
      const geom = new THREE.PlaneGeometry(20, 20);
      const mat = new THREE.MeshBasicMaterial({
        map: tex,
        transparent: true,
      });
      const plane = new THREE.Mesh(geom, mat);
        scene.add(plane)
        maskScene.add(plane.clone())
    });
    
    // camera
    camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 10000 );
    camera.position.set( 0, 0, 20 );

    // controls
    controls = new OrbitControls( camera, renderer.domElement );
    
    // ambient
    scene.add( new THREE.AmbientLight( 0x222222 ) );
    
    // light
    const light = new THREE.DirectionalLight( 0xffffff, 1 );
    light.position.set( 0,0, 20 );
    scene.add( light );
    
    // geometry
    const geometry = new THREE.SphereGeometry( 3, 12, 8 );
    
    // material
    const material = new THREE.MeshStandardNodeMaterial();

    const maskScenePass =...