I have vertex and triangle data which contains a color for each triangle (face), not for each vertex. i.e. A single vertex is shared by multiple faces, each face potentially a different color.
How should I approach this problem in GLSL to obtain a solid color assignment for each face being rendered? Calculating and assigning a "vertex color" buffer by averaging the colors of a vertex's neighboring polys is easy enough, but this of course produces a blurry result where the colors are interpolated in the fragment shader.
What I really need shouldn't be interpolated color values at all, I'll have about 40k triangles shaded with approx 15 possible solid colors once this is working as intended.