>OK, but I'm talking about a pre-render pass to an FBO though. The FBO is
>attached to an RGBA texture, and we want to be able to store some data
>in the alpha channel... So we want what we write to gl_FragColor.a to
>make it into the texture directly. Is there a way to do that?

Never used FBO, but guessing it simply switches the destination address,
and the pipeline still operates the same way  (??).
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