Is it possible to attach a texture array of arbitrary depth to a color buffer attachment point? If so, how does one write to it in a fragment shader? For instance, since the “n” in gl_FragData[n] refers to the attachment point, how would I refer to a specific level of a texture array attached to a particular attachment point? That is, I’m looking for something that’s used like “gl_layer” is used in geometry shaders, but for specifying a texture array level. If this isn’t possible, then is it true that the best one can do in a fragment shader is write up to four values to each of the textures attached to a framebuffer? In that case, if the maximum number of color buffer attachment points is, say, eight, then the maximum number of values one could write out to in a fragment shader would be 32.