21:03:23ShinmeraI think I'm going to try a different approach for the distortion shader tomorrow, though I think I'll run into the same texture lookup weirdness.
21:03:55Shinmeraspecifically I'm thinking of encoding an offset into the pixfont instead of a binary colour, then using that offset to determine the pixel to copy from there
21:04:08Shinmeraso you get 'glitch' kinds of things with pixels being repeated and all
7:35:19ShinmeraSo further weirdnesses in texture lookups
7:36:22Shinmeratexture(tex, uv); is fine. texture(tex, vec2(uv.x, uv.y)); is fine texture(tex, vec2(uv.x+1, uv.y)); is fine (and does as expected) texture(tex, vec2(uv.x+random(uv), uv.y)); is not and outputs gray for almost everything