Camera2d clipViewport breaks the ScreenShader texture sampling

If I set the camera.clipViewport to true, and use a simple texture sampling in screen shader like this : texture.get(input.uv); playing with the size of the window, cuts the screen weirdly:

UV coordinates seems to be fine but texture sampling is not:

This seems to be the case with scalemode stretch or letterbox.(did not tried the other ones)

Nobody seems to care but, now I understand the problem better. It’s not just about clipViewport its about rendering to outside of the camera.

1-) Even without the clipViewport, If there is nothing to render to outside of the camera,
2-) And you use a post processing shader(just try with h2d.filter.Nothing() ) with a scalemode.

Playing with the window size will cut the screen into half.