DepthTexture disables stencil buffer

HTML

<!DOCTYPE html>
<html lang="en">
	<head>
		<meta charset="utf-8">
		<title>My first three.js app</title>
		<style>
			body { margin: 0; }
		</style>
	</head>
	<body>
    
    <script type="importmap">
    {
      "imports": {
        "three": "https://cdn.jsdelivr.net/npm/[email protected]/build/three.module.js",
        "three/addons/": "https://cdn.jsdelivr.net/npm/[email protected]/examples/jsm/"
      }
    }
  </script>
	</body>
</html>

JavaScript

import * as THREE from 'three';

import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
import { TexturePass } from 'three/addons/postprocessing/TexturePass.js';
import { ClearPass } from 'three/addons/postprocessing/ClearPass.js';
import { MaskPass, ClearMaskPass } from 'three/addons/postprocessing/MaskPass.js';
import { OutputPass } from 'three/addons/postprocessing/OutputPass.js';

let camera, composer, renderer;
let box, torus;

init();

async function init() {

  camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 1000 );
  camera.position.z = 10;

  const scene1 = new THREE.Scene();

  box = new THREE.Mesh( new THREE.BoxGeometry( 4, 4, 4 ) );
  scene1.add( box );


  renderer = new THREE.WebGLRenderer();
  renderer.setClearColor( 0xe0e0e0 );
  renderer.setPixelRatio( window.devicePixelRatio );
  renderer.setSize( window.innerWidth, window.innerHeight );
  renderer.setAnimationLoop( animate );
  renderer.autoClear = false;
  document.body.appendChild( renderer.domElement );

  //

  const clearPass = new ClearPass();

  const clearMaskPass = new ClearMaskPass();

  const maskPass1 = new MaskPass( scene1, camera );
  const texture1 = new THREE.TextureLoader().load("https://madeio.net/dev.png");
  const texturePass1 = new TexturePass( texture1 );

  const outputPass = new OutputPass();

  const parameters = {
    stencilBuffer: true
  };

  const renderTarget = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, parameters );
  renderTarget.depthTexture = new THREE.DepthTexture(window.innerWidth, window.innerHeight);

  composer = new EffectComposer( renderer, renderTarget );
  composer.addPass( clearPass );
  composer.addPass( maskPass1 );
  composer.addPass( texturePass1 );
  composer.addPass( clearMaskPass );
  composer.addPass( outputPass );

  window.addEventListener( 'resize', onWindowResize );
  
  animate();

}

function onWindowResize() {

  const width = window.innerWidth;
 ...