# How to do multipassshading?

**URL:** <https://forums.imgtec.com/t/how-to-do-multipassshading/613>\
**Category:** PowerVR Insider\
**Created:** [February 16, 2010, 9:24am UTC](https://forums.imgtec.com/t/how-to-do-multipassshading/613 "2010-02-16T09:24:32Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![3dgamer](https://avatars.discourse-cdn.com/v4/letter/3/b3f665/32.png) [@3dgamer](https://forums.imgtec.com/u/3dgamer)\
**Post date:** [February 16, 2010, 9:24am UTC](https://forums.imgtec.com/t/how-to-do-multipassshading/613/1 "2010-02-16T09:24:32Z")

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Hello,  
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 ![Smile](). What would be the efficientest way to do this? Or is this multipassshading (nice word ![LOL]()) too expensive for a SGX530 (I’m developing for a SE satio with TI OMAP 3530)?  
  
Thanks in advance!
