I see your implementation basically reject the most compute shader, move them to per-vertex. I guess it is possible to complete reject compute shader by doing stochastic alpha blending, then every thing running as pure opaque dots, thus Z-test would natually work, no sort needed. it might be possible to even make it work on WebGL
I see your implementation basically reject the most compute shader, move them to per-vertex. I guess it is possible to complete reject compute shader by doing stochastic alpha blending, then every thing running as pure opaque dots, thus Z-test would natually work, no sort needed. it might be possible to even make it work on WebGL