Here's the example page as an attachment, for archiving.

Perhaps useful to add, some other things I've tried:

 * Drawing interpolated color shades using a varying variable works.
 * Functions like `dot` and `max` produce valid float output. For example, 
using these two, I can implement just the diffuse step in Phong shading.
 * But once I start using using regular operators on the floats, the values are 
truncated.

** Attachment added: "WebGL example page that produces the problem."
   
https://bugs.launchpad.net/ubuntu/+source/mesa/+bug/676183/+attachment/1735522/+files/shaderbug.html

-- 
Basic shaders produce incorrect output
https://bugs.launchpad.net/bugs/676183
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