In Open GL, is it possible to render a polygon with a regular depth test enabled, but when the depth buffer value is actually written to the depth buffer, I want to write a custom value?
(The reason is I'm rendering a particle system, which should be depth-tested against the geometry in the scene, but I want to write a very large depth value where the particle system is located, thus utilizing the depth-blur post-processing step to further blur the particle system)
Update To further refine the question, is it possible without rendering in multiple passes?