While Writing a vertex shader- Is is mandatory to have a gl_Position value for each vetex of Geometry? Or we can use “if” Statement as follows:
if( pos_current.z < depth + L0)
gl_Position = position_ES;
to give gl_Position value for only certain vertex of Geometry.
I am Trying to implement Random Subset Algorithm for transparency in which I divide geometry in three subsets(In vertex shader) And then render them deferred And blend them to get final result.