I’d like to use multipassshading in my Game, and because I’d need freely programmable blending for that, each shaderprogram would have an sampler with the result of the previous shaderprogram. Unfortunately, I have no idea how to implement the rendering to a texture . What would be the efficientest way to do this? Or is this multipassshading (nice word ) too expensive for a SGX530 (I’m developing for a SE satio with TI OMAP 3530)?
Thanks in advance!