To create the effect of an object that has holes, we could use a texture with an appropriate alpha channel that contains information about the transparent parts of the object. However, that requires us to make the depth buffer read-only and render all of our polygons from back to front in order to avoid blending problems. We would need to sort our polygons based on the camera position and then render them in the correct order. What a pain! With GLSL shaders, we can avoid all of this by using the discard keyword to completely discard fragments when the alpha value of the texture map is below a certain value. By completely discarding the fragments, there's no need to modify the depth buffer because when discarded, they aren't evaluated against the depth buffer at all. We don't need to depth-sort our polygons because there is no blending...
United States
Great Britain
India
Germany
France
Canada
Russia
Spain
Brazil
Australia
Singapore
Hungary
Philippines
Mexico
Thailand
Ukraine
Luxembourg
Estonia
Lithuania
Norway
Chile
South Korea
Ecuador
Colombia
Taiwan
Switzerland
Indonesia
Cyprus
Denmark
Finland
Poland
Malta
Czechia
New Zealand
Austria
Turkey
Sweden
Italy
Egypt
Belgium
Portugal
Slovenia
Ireland
Romania
Greece
Argentina
Malaysia
South Africa
Netherlands
Bulgaria
Latvia
Japan
Slovakia