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combine 2 scenes?

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I'm trying to implement deferred shading in webgl and render transparent objects in another scene / pass with forward rendering.

 

Whats bugging me is how can I combine the transparent scene with the output of the deferred renderer.

I thought of using the depth from the gbuffer in the forward renderer shader and discard every fragment which z > z from depth pass.

 

Would that work?

 

 

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