I'm in the middle of implementing deferred shading in an engine I'm working on, and now I have to make a decision on whether to use a full RGB32F texture to store positions, or reconstruct it from the depth buffer. So it's basically a RGB32F texel fetch vs a matrix vector multiplication in the fragment shader. Also the trade between memory and extra ALU operations.
Please direct me to useful resources and tell me your own experience with the subject.