So a while ago I made a little notebook demonstrating slit-scanning with a web-cam, using the CPU and regular RAM. It works, but it puts a ton of pressure on the GC, mainly because it has lots of pointless memory copying back and forth.
So to fix that I have been trying to use the new volume texture support of WebGL (you know, gl.TEXTURE_3D) to implement slit-scanning on the GPU instead. It’s about as basic a WebGL application as it gets and yet I can’t figure out how to do a simple vertex buffer to draw the texture to the size of the canvas 
I got it to work with gl.POINTS here, using gman’s answer from StackOverflow.
I think all I need to do now is to follow the instructions in WebGL2 fundamentals to use a simple vertex shader that makes it a proper rectangle the size of the canvas, but I just can’t figure it out!
It’s not the tutorial (that site is awesome), it’s me. Every time I have tried to learn WebGL I get lost in the verbosity of its many options. Could anyone help me out? I just want to play around with some more complicated fragment shaders…

