OpenGL Multiple Rendering Targets

Multiple Rendering Targets (MRT) are often useful for screenspace approaches such as deferred shading and fast ambient occlusion approximation (SSAO), which requires you outputing a number of Graphics Buffers a.k.a G-Buffers from your shader in rendering pass. A G-Buffer is typically used to store information of objects such as RGBA color, normal, or depth information Read more about OpenGL Multiple Rendering Targets[…]