const depthTextures = gl => {
  const depthTexture = gl.createTexture();
  const depthTextureSize = 512;
  gl.bindTexture(gl.TEXTURE_2D, depthTexture);
  gl.texImage2D(gl.TEXTURE_2D, // target
  0, // mip level
  gl.DEPTH_COMPONENT, // internal format
  depthTextureSize, // width
  depthTextureSize, // height
  0, // border
  gl.DEPTH_COMPONENT, // format
  gl.UNSIGNED_INT, // type
  null); // data
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  const depthFramebuffer = gl.createFramebuffer();
  gl.bindFramebuffer(gl.FRAMEBUFFER, depthFramebuffer);
  gl.framebufferTexture2D(gl.FRAMEBUFFER, // target
  gl.DEPTH_ATTACHMENT, // attachment point
  gl.TEXTURE_2D, // texture target
  depthTexture, // texture
  0); // mip level
  // create a color texture of the same size as the depth texture
  // see article why this is needed_
  const unusedTexture = gl.createTexture();
  gl.bindTexture(gl.TEXTURE_2D, unusedTexture);
  gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, depthTextureSize, depthTextureSize, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); // attach it to the framebuffer
  gl.framebufferTexture2D(gl.FRAMEBUFFER, // target
  gl.COLOR_ATTACHMENT0, // attachment point
  gl.TEXTURE_2D, // texture target
  unusedTexture, // texture
  0); // mip level
  return [depthFramebuffer, unusedTexture];
};
I found
Note: This extension is only available to WebGL1 contexts. In WebGL2, the functionality of this extension is available on the WebGL2 context by default. The constant in WebGL2 is gl.UNSIGNED_INT_24_8.
I change DEPTH_COMPONENT with RGBA but still no attaced framebuffer...
In other combination i get :
gl.texImage2D(
    gl.TEXTURE_2D,      // target
    0,                  // mip level
    gl.RGBA, // internal format
    depthTextureSize,   // width
    depthTextureSize,   // height
    0,                  // border
    gl.RGBA, // format
    gl.UNSIGNED_INT_24_8,    // type
    null);              // data
 GL_INVALID_OPERATION: Invalid combination of format, type and internalFormat.
 GL_INVALID_OPERATION: Only array uniforms may have count > 1.
Any suggestion ?
This is source which i wanna implement in my own already exist glmatrix project...