How to do multipassshading?

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    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!

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