The flickering you describe sounds similar to using uninitialized memory in shaders. I’m guessing something colour related the in the vertex (or geometry) shader, also perhaps something related to a sky camera pass or reflections (in an attempt to explain why it doesn’t happen to other things)?
How could I tell where there could be uninitialized memory? I’d assume it would either be in the sky texture or sky data? At least for the sky problems.
My fragment shader is as follows if that helps. Text with underline is the path the sky is using when getting color data.
It took some time to find that the bug had to do with the path my shader code took was the path that didn’t use lighting techniques. Anyways Sleap was correct.
If anyone runs into this problem in the future here is how it is caused. A simple demo.