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Stochastic alpha blend (and discussion on CPU sort that enables WebGPU support) #4

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@WindyYam

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

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