HLSL multiple output and ColorWriteEnable

Hello.

I’m still porting my game. Not I’m fixing the HLSL shaders from XNA 4.0 to Monogame, and I’m having an issue with multiple color output and their ColorWriteEnable states.

Basically, before, I had

void AnimatedModelPS(	in	float2	iUV		: TEXCOORD0,
                        in	float3	iNormal		: TEXCOORD1,
                        in	float4	iPos		: TEXCOORD2,
                        in	float	iDepth		: TEXCOORD3,
    
                        out	float4	oDiffuse	: COLOR0,
                        out	float4	oNormal		: COLOR1,
                        out	float4	oDepth		: COLOR2)
{
    // Lots of stuff
}

technique AnimatedModelAlpha
{
    pass p0
    {
        AlphaBlendEnable = true;
        
        DestBlend = InvSrcAlpha;
        SrcBlend = SrcAlpha;
        
        ColorWriteEnable = Red | Green | Blue;
        ColorWriteEnable1 = 0;                           // This is not accepted anymore
        ColorWriteEnable2 = 0;
		
        VertexShader = compile vs_3_0 AnimatedModelVS();
        PixelShader = compile ps_3_0 AnimatedModelPS();
    }
    pass p1
    {
        AlphaBlendEnable = false;
		
        ColorWriteEnable = Alpha;
        ColorWriteEnable1 = Red | Green | Blue | Alpha;       // This is not accepted anymore
        ColorWriteEnable2 = Red | Green | Blue | Alpha;
		
        VertexShader = compile vs_3_0 AnimatedModelVS();
        PixelShader = compile ps_3_0 AnimatedModelPS();
    }
}

But now the compiler complains about the ColorWriteEnable1 and ColorWriteEnable2. Is it still a thing in another notation or has it been completely removed from Monogame? How could I get the same behaviour without touching the C# side of the rendering?

With Regards