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No, it's a deferred renderer, so it does a few things:

  1. It calculates the depth, normal, and color of the final fragments in the scene and places them in buffers (basically renders each of those into an image).
  2. A lighting shader is then used to calculate the lighting. This operates on each fragment. You can think of the lighting shader as a post-processing effect to some extent.

 

A fragment consists of primarily: depth value, normal vector, and color value. It does not contain the UV. And this is the same regardless of whether a model is static or animated.

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