A workaround could be to bring the precision you needed into the 8bit range: 
Use a core image patch to (...)
I tried using a core image patch to preprocess my 16 bit image, producing a set of two 8 bit images ("most significant" and "least significant"). Turns out that Core Image patches insist on doing color correction, which ruins my 16 bit coordinate lookup map (colorspace gets converted from uncorrected to linear rgb). The approach works when I turn off all color correction in the hidden preferences, but that is not an acceptable option for me.

I ended up finding a fix for the issues I was having with the pure Core Image kernel approach, so I will be using that. If someone wants to see my approach splitting a 16bit image into two 8bit images, I have updated the archive to include both the updated (not working) GLSL approach, and the updated Core Image approach:
http://files.fieldofview.com/temp/qc_uvshadertest.zip

'do
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