I'm using OpenGL 3.3 GLSL 1.5 compatibility. I'm getting a strange problem with my vertex data. I'm trying to pass an index value to the fragment shader, but the value seems to change based on my camera position.
This should be simple : I pass a GLfloat through the vertex shader to the fragment shader. I then convert this value to an unsigned integer. The value is correct the majority of the time, except for the edges of the fragment. No matter what I do the same distortion appears. Why is does my camera position change this value? Even in the ridiculous example below, tI erratically equals something other than 1.0;
uint i;
if (tI == 1.0) i = 1;
else i = 0;
vec4 color = texture2D(tex[i], t) ;
If I send integer data instead of float data I get the exact same problem. It does not seem to matter what I enter as vertex Data. The value I enter into the data is not consistent across the fragment. The distortion even looks the exact same each time.