I'm experiencing large floating point precision errors during the conversion between 0-1 floats and 0-65535 integers.
I'm using RGBA64 format for a texture. In Shader Model 3.0 is it possible to output int4 or something instead of float4 from pixel shader?
This question is a bit similar to this: https://gamedev.stackexchange.com/questions/132123/is-it-possible-with-directx11-to-have-pixel-shader-output-an-integer-rather-than