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    1. COSo that's impossible, but how about making the fragment shader render fewer pixels? Basically I have a lighting program and a shadows program because of the instruction set limitation. Using shadow maps like this, I have to render the scene twice(apart from rendering from the light point), the second time I render the scene with alpha 0, and I change the alpha value when the part is shadowed. I wonder if my second rendering, the one with the shadows can go easier on the fragment shader.
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    2. CO@user1454653 What you can do instead of making a fragment completely transparent, is to actually drop it using the `discard` keyword. This causes no fragment to be emitted. But the fragment shader will still be executed for the fragment (since you yourself decide to discard it) so this won't buy you anything in regard to performance, it's just more conceptually correct to remove the fragment out instead of making it completely transparent (and you can disable blending which might actually buy you some small profit, not sure).
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    3. CO@user1454653 To actually keep the OpenGL from generating fragments you need to employ other techniques, like using the stencil buffer and relying on early-z hardware (if ES hardware has that), but this won't work in your case, since you don't know if a fragment can be omitted until you actually have the fragment and can perform tests on it in the fragment shader.
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