Now able to get float data back from float textures via a float-to-4-byte encoding fragment shader. Updated proxy terrain to use this to prevent clamping of height.
Removed obsolete canvas-scaling elements for proxy terrain. Cleaned up skulptgpu.js.
Now extracting float data from water height texture channel. Float encoding fragment shader now takes in a channel selector.
GPU pipe model water horizontal velocity now affects Physijs objects
Finally got GLSL parallel sum reduction working!
readPixels() now reads only the small window of data that we need rather than the whole texture