>> Another way to provide lots of data to the FS is to use several textures.  
>> This doesn't work so well when the texture sizes are different (another bug 
>> to file), but if they're all the same you can add 8 4-channel per-pixel 
>> inputs, which is pretty handy :)
> 
> The problem then becomes writing some kind of CIFilter to generate the 
> textures (well, if you want them to be dynamically adjustable, anyway).

This usually isn't too crazy (though learning another shader language variant 
isn't always fun), but I guess that depends on the nature of the job.  
Worst-case, you can just stick in static textures that get exported by some 
modeling tool (normal maps, for example). 
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