Hey, Tommaso here.
I've thought about using a depth prepass, however that really helps only if you have heavy shaders, at the cost of basically doubling the vertex shader load.
Given that our terrain shader is an one liner which returns tex*color, and that we have A LOT of vertices, it's not very convenient.
The poly count at max render distance (224 blocks) can be anywhere between 300K in plains and 900K polygons in jungles, minus the savings of the culling in the post. Apart from jungles which kill everything though, the major bottleneck is now alphatesting and most devices will run at 60fps if you turn that off.