For some reason, I find that for real engineering work a lot of work happens outside of fragment shaders. I think fragment shaders were romanticized far more than what they deserve.
Compute shaders are much more interesting and widely used in modern graphics though. No fixed rasterizing setup needed, just buffers for data in/out and a kernel with access to the usual GPU syncing primitives in between.
This was back in 2020,
https://github.com/9ballsyndrome/WebGL_Compute_shader/issues...
Thankfully we are all now writing easy, portable, WebGPU computer shaders, even ShaderToy supports them now. /s