I have been using PNGs as the texture source, but PNG only supports 8 and 16 bit channels. I want to use f32 texture channels in my WGSL fragment shaders to represent some data in a higher resolution. For example, how would you load in a normal map with 32-bit floats in each texture channel (I know 32 bits is typically overkill for a normal map, but I have some other data I want to be very precise).
Is there another supported format that would allow this? Otherwise, is there an easy way to load a texture from multiple PNGs using the 32 bits from the 4 8-bit RGBA channels?