OGL: Force highp for integers.
PixelShaderGen: Make SampleTexture static inline.
PixelShaderGen: Use integer math for alpha testing and fog calculations.
PixelShaderGen: Use integer math for sampling textures.
PixelShaderGen: Use integer math for indirect texture coords.
PixelShaderGen: Use integer math for rasterizer color.
PixelShaderGen: Remove remaining floating point bits for texture color.
PixelShaderGen: Use integer math for tev konst value.
PixelShaderGen: Use integer math for tev outputs.
PixelShaderGen: Use integer math for TEV combiners.
PixelShaderGen: Remove superfluous registerstate stuff. Also, made alphabump an integer.
PixelShaderGen: prev should be initialized to the proper value; tev output needs to be clamped between -1024 and 1023.
PixelShaderGen: Use integer math for indirect tev stage texcoord calculation.
PixelShaderGen: Microsoft's shader compiler likes to throw an internal error when masking with unsigned integers, so just use 255 instead of 0xFF all over the place...
PixelShaderGen: Fix an issue of mismatching types...
PixelShaderGen: Process fog calculations properly with integer math.

mix(int3, int3, float) doesn't actually exist.