Hi there,
I am trying to implement a smooth effect by adding a transparency value in the fragment shader, so I need to disable the writing of depth buffer for semi-transparent pixels, or obtain the depth value before this drawing and set gl_FragDepth to that value.
It is not possible to achieve this through glDepthMask because the object is opaque and it needs to write depth correctly, only ignoring the depth value after modifying the alpha value of some edge pixels in the fragment shader.
Is there any way to achieve this effect?
Best regards.