verve.gl — Weighted-Blended OIT

An opaque backdrop plus overlapping translucent quads (alpha ~0.5) at varying depth. WBOIT renders the transparent geometry ONCE with no depth sort into an additive accumulation buffer and a multiplicative revealage buffer, then a fullscreen resolve composites them over the opaque scene. The blend is order-INDEPENDENT — rotating the camera doesn't change it. Toggle WBOIT switches to naive alpha-over (which pops). WebGPU fills both buffers in one MRT pass; WebGL2 in two single-target passes.

Overlapping translucent layers — order-independent transparency