Do offline rendering to a texture and evaluate the texture's data. You can find related code by googling for "render to texture" opengl Then use glReadPixels to read the output into an array and perform assertions on it (since looking through such a huge array in the debugger is usually not really useful).
Also you might want to disable clamping to output values that are not between 0 and 1, which is only supported for floating point textures.
I personally was bothered by the problem of properly debugging shaders for a while. There does not seem to be a good way - If anyone finds a good (and not outdated/deprecated) debugger, please let me know.