Thanks for looking into my problem!
I looked into your composition and realized that your shader uses a sampler2D
input for the Map. That will convert the texture for sure, because the input
isn't matching a square texture.
Hey, you're right! Why that same shader has been working so well for me
in other environments (libcinder/openframeworks) without me ever
noticing, I may never know ;-)
Unfortunately as you have found out, when I use a sampler2DRect instead
the image still gets converted to an 8 bit texture.
A workaround could be to bring the precision you needed into the 8bit range:
Thanks for the suggestions. The first proof of concepts were actually
using Macromedia Director, where I packed the 2 16 bit channels into
R+.5G and .5G+B. This would give me 12 bit precision which is enough for
my needs. I need the alpha-channel for other information, but 8 bit
alpha is enough. I was hoping not to have to jump through hoops like
this in QC...
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