I'm trying to implement a deferred shader with OpenGL and GLSL and I'm having trouble with the light geometry. These are the steps I'm taking:
Bind multitarget framebuffer
Render color, position, normal and depth
Unbind framebuffer
Enable blend
Disable depth testing
Render every light
Enable depth testing
Disable blend
Render to screen
But since I'm only rendering the front face, when I'm inside a light it disappears completely, rendering the back face does not work, since I would get double the light power (And when inside, half [or the normal amount]).
How can I render the same light value from inside and outside the light geometry?