teTexture();
  gl.bindTexture(gl.TEXTURE_2D, tex);
  // so we don't need mips
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  // so we can pass a non multiple of 4 bytes
  gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
  
  const values = new Uint8Array([10, 255, 13, 70, 56, 45, 89]);
  gl.texImage2D(gl.TEXTURE_2D, 0, gl.R8, values.length, 1, 0, gl.RED, gl.UNSIGNED_BYTE, values);
  
  gl.useProgram(prg);
  gl.drawArrays(gl.POINTS, 0, 1);
  
  const gpuAverage = new Uint8Array(4);
  gl.readP