I know we can use the fragment shader to render a texture map for a mesh later for an animated texture map (and the 'Learning WebGL", lesson 16 has a great example of that).

But it seems like only 4 bytes (vec4) can be written each time from the fragment shader (RGBA). Is there another way to write out more data per fragment shader access? For example, the x,y,z values of an intersection between a ray and a polygon?

Any thoughts? Or should I just go out and have pizza?

Thanks,

Mitch