There is some confusion e.g. in terms of support levels for rendering to floating point textures in WebGL. The OES_texture_float extension does not seem to mandate
Unfortunately it still seems that reading out RGBA components as bytes is the only way for WebGL. If you need to encode a float into a pixel value you can use the following:
In your fractal shader (GLSL/HLSL):
float shift_right (float v, float amt) {
v = floor(v) + 0.5;
return floor(v / exp2(amt));
}
float shift_left (float v, float amt) {
return floor(v * exp2(amt) + 0.5);
}
float mask_last (float v, float bits) {
return mod(v, shift_left(1.0, bits));
}
float extract_bits (float num, float from, float to) {
from = floor(from + 0.5); to = floor(to + 0.5);
return mask_last(shift_right(num, from), to - from);
}
vec4 encode_float (float val) {
if (val == 0.0) return vec4(0, 0, 0, 0);
float sign = val > 0.0 ? 0.0 : 1.0;
val = abs(val);
float exponent = floor(log2(val));
float biased_exponent = exponent + 127.0;
float fraction = ((val / exp2(exponent)) - 1.0) * 8388608.0;
float t = biased_exponent / 2.0;
float last_bit_of_biased_exponent = fract(t) * 2.0;
float remaining_bits_of_biased_exponent = floor(t);
float byte4 = extract_bits(fraction, 0.0, 8.0) / 255.0;
float byte3 = extract_bits(fraction, 8.0, 16.0) / 255.0;
float byte2 = (last_bit_of_biased_exponent * 128.0 + extract_bits(fraction, 16.0, 23.0)) / 255.0;
float byte1 = (sign * 128.0 + remaining_bits_of_biased_exponent) / 255.0;
return vec4(byte4, byte3, byte2, byte1);
}
// (the following inside main(){}) return your float as the fragment color
float myFloat = 420.420;
gl_FragColor = encode_float(myFloat);
Then back on the JavaScript side, after your draw call has been made you can extract the encoded float value of each pixel with the following:
var pixels = new Uint8Array(CANVAS.width * CANVAS.height * 4);
gl.readPixels(0, 0, CANVAS.width, CANVAS.height, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
pixels = new Float32Array(pixels.buffer);
// pixels now contains an array of floats, 1 float for each pixel
I'm adding my recent discoveries: Chrome will let you read floats, as part of the implementation defined format (search for "readPixels" in the spec), Firefox implements the WEBGL_color_buffer_float extension, so you can just load the extension and read your floats, I have not been able to read floats with Safari.
The readPixels is limited to the RGBA format and the UNSIGNED_BYTE type (WebGL specification). However there are some methods for "packing" floats into RGBA/UNSIGNED_BYTE described here:
http://concord-consortium.github.io/lab/experiments/webgl-gpgpu/webgl.html