the same pixel, shaded again
Overdraw is the number of times the GPU shades the same pixel in one frame. Transparent sprites cannot hide what is behind them, so every layer of a smoke stack is shaded, and large sprites close to the camera cost the most. The overdraw view counts the layers on each pixel, from blue for one layer to white for eight or more.
Reduce overdraw from transparent particles: cap how many can overlap, keep each sprite small on screen, trim sprite quads tightly around their visible pixels, and render heavy effects like smoke to a half-resolution buffer.