Deferred Rendering - ways to reduce draw calls and avoid copy passes?

Hey guys :slight_smile: I’m building something that requires lots of post processing…Idk if anyone could give me some advice on deferred rendering but…could I use multiple targets or some sort of webgl2 feature to pass a target back into the shader pass without using extra copy pass and having the feedback error? I’m not really great with the low level webgl api but I have to use deferred rendering i’m trying to reduce the amount of render calls… I already have over 10, even though some of the render targets are lower resolution, i’m planning on having a bit more but i was just curious if there is a way to avoid having a bunch of extra copy passes.