All GPUs support early depth and stencil testing, which allows fragments which fail tests to be discarded before fragment shading occurs. To maximize the utility of early-zs testing first render opaque geometry in front-to-back depth order with depth testing enabled using a GL_LESS_THAN comparison. Render transparencies in a back-to-front pass with depth testing enabled, but depth writes disabled. This will ensure the hardware can remove as much overdraw as possible, but still allow correct blending.
GL_LEQUAL не сработает чтоль?
мобильные GPU работают иначе, там overdraw = 1 независимо от порядка