Render to 3D texture WebGL2

Hi! I read here that it should be possible to render to a 3D texture in WebGL2 by using multiple render targets and attaching each layer of the 3d texture as a layer to the render target. However I can’t seem to get it to work, no errors but the values of the texture doesn’t change between the reads and is just empty. The texture has gl.RGBA8 as internal format, gl.RGBA as format and a size of 64x64x64

What am I doing wrong? This is what I tried so far (pseudo code):

this.fbo = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, this.fbo);
gl.TEXTURE_3D, this.my3DTexture, 0);

this.renderBuffer = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, this.renderBuffer);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, 64, 64);    
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, this.renderBuffer);

if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
  alert("FBO not complete!");
}

gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

this.shader.activate();

// Set uniforms ...

for (let i = 0; i < 64; i += 8) {
  gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, this.my3DTexture, 0, 0 + i);
  gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT1, this.my3DTexture, 0, 1 + i);
  gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT2, this.my3DTexture, 0, 2 + i);
  gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT3, this.my3DTexture, 0, 3 + i);
  gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT4, this.my3DTexture, 0, 4 + i);
  gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT5, this.my3DTexture, 0, 5 + i);
  gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT6, this.my3DTexture, 0, 6 + i);
  gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT7, this.my3DTexture, 0, 7 + i);

  gl.drawBuffers([
    gl.COLOR_ATTACHMENT0,
    gl.COLOR_ATTACHMENT1,
    gl.COLOR_ATTACHMENT2,
    gl.COLOR_ATTACHMENT3,
    gl.COLOR_ATTACHMENT4,
    gl.COLOR_ATTACHMENT5,
    gl.COLOR_ATTACHMENT6,
    gl.COLOR_ATTACHMENT7,
  ]);

  let data = new Uint8Array(64*64 * 4);
  gl.readPixels(0, 0, 64, 64, gl.RGBA, gl.UNSIGNED_BYTE, data);
  console.log("before", data);

  // Render scene
  scene.objects.forEach(object => {
    this._renderObject(object, scene, camera);
  });

  gl.readPixels(0, 0, 64, 64, gl.RGBA, gl.UNSIGNED_BYTE, data);
  console.log("after one iteration read", data);
}

Fragment shader:


#version 300 es            
precision highp float;

layout(location = 0) out vec4 layer0;
layout(location = 1) out vec4 layer1;
layout(location = 2) out vec4 layer2;
layout(location = 3) out vec4 layer3;
layout(location = 4) out vec4 layer4;
layout(location = 5) out vec4 layer5;
layout(location = 6) out vec4 layer6;
layout(location = 7) out vec4 layer7;

void main() {
    layer0 = vec4(0.5, 0.5, 0.5, 1.0);
    layer1 = vec4(0.5, 0.5, 0.5, 1.0);
    layer2 = vec4(0.5, 0.5, 0.5, 1.0);
    layer3 = vec4(0.5, 0.5, 0.5, 1.0);
    layer4 = vec4(0.5, 0.5, 0.5, 1.0);
    layer5 = vec4(0.5, 0.5, 0.5, 1.0);
    layer6 = vec4(0.5, 0.5, 0.5, 1.0);
    layer7 = vec4(0.5, 0.5, 0.5, 1.0);
}

Thanks!