JSFiddle - React, Tailwind, and code Playground
by Bartosz Zieliński
JavaScript
function supportsOESTextureFloatLinear(gl) {
// Need floating point textures in the first place
if (!gl.getExtension('OES_texture_float')) {
return false;
}
// Create a render target
var framebuffer = gl.createFramebuffer();
var byteTexture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, byteTexture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, byteTexture, 0);
console.log(gl.checkFramebufferStatus(gl.FRAMEBUFFER)===gl.FRAMEBUFFER_COMPLETE)
// Create a simple floating-point texture with value of 0.5 in the center
var rgba = [
2, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0
];
var floatTexture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, floatTexture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 2, 2, 0, gl.RGBA, gl.FLOAT, new Float32Array(rgba));
// Create the test shader
var program = gl.createProgram();
var vertexShader = gl.createShader(gl.VERTEX_SHADER);
var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(vertexShader, '\
attribute vec2 vertex;\
void main() {\
gl_Position = vec4(vertex, 0.0, 1.0);\
}\
');
...