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All Fragments access before Depth Test

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Hi, i am no pro in shader programming so i want to know if there is a possibility to get access to all fragments before the depth test. I mean that i want to have some kind of a list per pixel where all fragments are included that project onto a pixel in the final image. Normally after depth testing we only get the visible fragment. Playing around with the depth func cant give us all fragments per pixel. So is there a way to get all the fragments that project onto one pixel in our final image ideally in one pass? Thanks in advance, Kalle

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ATI implemented this many years ago in the Radeon 9800. It was a kind of bit bucket for fragments. They called it a F-buffer.
It was never exposed through OpenGL or Direct3D I think.
It was suppose to aid in blending, it was also suppose to aid in execute large shaders.

http://74.6.239.67/search/cache?ei=UTF-8&p=%22f-buffer%22%2B%22what+is%22&y=Search&fr=moz2&u=www-graphics.stanford.edu/papers/Fbuffer/fbuffer.pdf&w=f-buffer+%22what+is%22&d=cezp8vReRTbW&icp=1&.intl=us

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