title: Is it possible to implement deferred shading in WebGL?
body: <p>As I understand, the only way to implement deferred shading is using MRT and binding different textures to store data to the color attachments. The problem is that the <a href="http://www.khronos.org/registry/webgl/specs/latest/#5.14" rel="nofollow">WebGL specifications</a> defines a single color attachment: COLOR_ATTACHMENT0. Is it possible to implement deferred shading at all in WebGL with this restriction?</p>