I was working on a new rendering concept, deferred rendering, to make huge amounts of point lights. I think I got the technique mostly down, but I had problems with the end post processing step. And come to think of it, I had similar problems with shadow maps.
Regardless, here is a link to a picture of my problem.
As you can see it is meant to be a normal that points more towards vec3(0, 1, 0) without much variation. But it does the weird pixelating thing, breaking my lights entirely. I have no clue why this could’ve happened at all.
Any and all help would be appreciated in solving my issue, thanks,