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Alpha to coverage

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Alpha to coverage is a multisampling computer graphics technique useful for situations where dense foliage or grass must be rendered in a video game.

This technique use the alpha channel of textures as a coverage mask for anti_aliasing.

Alpha-to-coverage multisampling is essentially the same as regular multisampling except that the alpha coverage mask is generated and ANDed with the multisample mask. Alpha-to-coverage converts the alpha component output from the pixel shader to a coverage mask. When the multisampling is applied each output pixel gets a transparency of 0 or 1 depending on alpha coverage and the multisampling result.

This method do not work if the alpha value of the texture is used, for example when simulating looking through a window.

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