Normalize fragment color in Texture2DIntegerTestES3

The sampler returns colors with components in the range 0-255.

Bug: chromium:963595
Change-Id: I7030ab9da6e0803e3aaf8aef4691ce7276636b10
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1617778
Reviewed-by: Kimmo Kinnunen FI <kkinnunen@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
diff --git a/src/tests/gl_tests/TextureTest.cpp b/src/tests/gl_tests/TextureTest.cpp
index e747bf8..8fb54f3 100644
--- a/src/tests/gl_tests/TextureTest.cpp
+++ b/src/tests/gl_tests/TextureTest.cpp
@@ -1173,7 +1173,7 @@
                "out vec4 fragColor;\n"
                "void main()\n"
                "{\n"
-               "    fragColor = vec4(texture(tex, texcoord));\n"
+               "    fragColor = vec4(texture(tex, texcoord))/255.0;\n"
                "}\n";
     }
 };
@@ -4551,9 +4551,6 @@
 // texture is output.
 TEST_P(Texture2DIntegerTestES3, IntegerTextureNonZeroBaseLevel)
 {
-    // Flaky on Windows OpenGL drivers. http://crbug.com/963595
-    ANGLE_SKIP_TEST_IF(IsOpenGL() && IsWindows());
-
     glActiveTexture(GL_TEXTURE0);
     glBindTexture(GL_TEXTURE_2D, mTexture2D);
     int width     = getWindowWidth();