Is it possible to use unnormalized texture coordinates from a GLES2 GLSL fragment shader? I want to look up a texel from my GLES2 GLSL fragment shader using un normalized texture coordinates (0 w, 0 h instead of 0 1, 0 1). The reason is that this texture is used as a look up table and I get precision problems with normalized coordinates. I see that GL TEXTURE RECTANGLE is not supported wihtout extensions and neither is texelFetch(), so I have ruled out those options. Thanks!