Input: model, bone matrix
Output: skinned model with outline and plane shadow
So if I want to render a model with multiple pass ( e.g. a pass to render the model itself, a pass for outline, a pass to project the model onto a plane as shadow). I need to transform the model into world space in each pass in vertex shader (transform with WorldMatrix and maybe skin with the bone matrix).
So is there some way to save the transformed vertex somewhere to save some computation?