It's just a minor change, but I got confused on why the material was still using the transparent pipeline even though I removed all writes to ALPHA. So adding this should clarify things.
I tested it and it is upper left, not lower left.
This is the CanvasItem shader I used to test it:
shader_type canvas_item;
void fragment() {
if(distance(FRAGCOORD.xy, vec2(40, 40)) < 30.0)
COLOR = vec4(1,0,0,1);
else
COLOR = vec4(0,0,0,1);
}
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The unordered list markup was missing a blank line at the beginning, so it displayed all the list item on a single line of text instead of in a proper bulleted list.