"Interesting" new bug with OpenGL and GLSL :
I have a piece of code that determines the shadow cascade to use from a world position. I found something weird so made a minimal example.
Here are the two results if I use a loop or if I unroll the loop:
It's just something I forgot to replace when I wrote an example, even if I replace 3-1 by 2 it does the same.
If cascadeIndex is > 2, the color is pink but it never happened.