So I am implementing a deferred rending model for my engine, and I want to be able to send all scene geometry into a single shader to calculate ambient, diffuse, normal, ect thats not the question.
Once I have all of this data buffered into the GPU I can render all of that geometry from a camera perspective defined by a uniform for the cameras position in the scene. I am wondering if I can reuse this model data already in VRam in another shader translated by a light sources projection matrix to calculate the shadows on this scene geometry without needing to send the same data to the GPU again.
Is there a way to tell my light shader, hey all that juicy geometry/scene data you want is already in V-Ram, just use this matrix transformation instead.
Alternatively when I am sending the VAO to the GPU is there a way to send it to two shades in parallel, one for the deferred rending model, one for shadow casing light sources?
Thanks so much!