OpenGL Blend Modes vs Shader Blending

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I'm currently doing some research on OpenGL and Shaders but I can't seem to figure out if there are any fundamental differences between blending using the glBlendMode or writing your own blend modes in a shader.

What are the reasons to choose the former or the latter? Are there any performance bottlenecks by choosing the one over the other? Or is this just a matter of personal preference?

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