After reading AMD's presentation about the GCN architecture, which states that integer divisions cost multiple cycles, and unsigned integer divisions are much faster, I changed my data types to "uint" where appropriate, since I do not use negative values in most cases anyways.
However, all variants of texelFetch only accept ivec2/ivec3. What is the reason for this? From what I can see, unsigned integers would be much more appropriate.
I do not know about any extensions which has a special handling for negative texture integer coordinate values,
so, is there any reason the texture coordinates are not unsigned?