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Store vertex data from geometry shader

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I'm playing now with geometry shaders, and I run into a problem I don't know how to overcome. I have a geometry shader that generates geometry of variable size, that later I will use several times. Actually, what I do is calculate the depth texture for the object (shadow mapping), and then finally paint it. However, what I'm doing now is recalculate the geoemtry on every pass, since I don't know how to buffer the data for later use. I've searched a little around and I think there is a concept in HLSL called Stream-Out that resembles what I want to achieve, but I don't know if this is feasible in GLSL. The point is, there is some way to optimize this behaviour, since the calculations of the geometry shader are quite intensive? Thanks!

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