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vulkan: RGB10A2_conv: Use unnormalized integer coords
closes GH-291
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@@ -17,10 +17,8 @@ void main()
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if(pixelCoords.x >= image_size.width || pixelCoords.y >= image_size.height){
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return;
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}
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vec2 textureCoords = vec2(float(pixelCoords.x) / image_size.width, float(pixelCoords.y) / image_size.height);
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uvec4 x = texture(inputImage, textureCoords);
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uvec4 x = texelFetch(inputImage, pixelCoords, 0);
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// RGBA in big endian representation
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// RRRRRRRR|RRGGGGGG|GGGGBBBB|BBBBBBAA
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