Oh yeah, after some shenanigans, now we can have shaders that bypass some selected entities. I'm doing this by creating some unique color IDs (well, guess we need to make them more unique as the end of the video shows), writing these color IDs to a render texture, then rendering again to a 1x1 texture (which OpenGL, by default, will choose the middle of the screen because of interpolation), then mapping the under-the-cursor color to an entity again. This is useful for debugging, non-physics based raycasting (for highlighting), ignoring effects in some parts of the screen (e.g. for shaders that apply to the whole screen), basically you have more control over what you see in the screen.