I asked this on StackOverflow, but it might make more sense here:
Has anyone implemented deferred rendering/shading under OpenGL ES 2.0? It doesn't support MRTs, so with only one color buffer, it's not something that can be implemented in the "usual" manner.
Specifically, I'm exploring on iPad, iPhone4 (maaaybe iPhone 3gs), and Android. On the GLESView app on iPad/iPhone4/iPhone3gs, the GL_OES_RGB8_RGBA8 extension is present, and I haven't looked too deeply yet, but with 8bits/channel, this idea is interesting: http://www.gamedev.net/topic/562138-opengl-es-20-and-deferred-shading/
Any other ideas? Is it even worth doing, performance-wise?