Unfortunately it is not exposed in Firefox or Chrome, even if the underlying hardware supports it. I think this is creating a chicken and egg problem - if WebGL were to actually support the capabilities of the underlying hardware, maybe there would be more interest in deploying 64-bit extensions on other platforms like mobile. Even emulated support would be a win, compared to having every developer emulate fp64/i64 themselves in GLSL.
So I am also disappointed in this proposal's failure to mention 64-bit support, even as an extension. At least they're reserving the keywords, I guess.
[1]: https://www.khronos.org/opengl/wiki/Data_Type_(GLSL)#Scalars
[2]: https://www.khronos.org/registry/OpenGL/extensions/ARB/ARB_g...
The data types are prefixed with "d", so you have vec4 for float[4], and dvec4 for double[4].
Add that fact that mobile GPUs and some Intel GPUs don't support it in hardware at all, it makes a lot of sense to leave fp64 out of WebGPU.
None of the mobile GPU vendors (Apple, ARM Mali, Qualcomm, PVR, BroadCom) support it. You can see that here, where the only vendors supporting shaderFloat64 in Vulkan are desktop GPUs. http://vulkan.gpuinfo.org/listdevicescoverage.php?feature=sh...