   Shading Anomaly
  Posted Below are my two shaders that encompass all the coloring. The UV Tex Coords contain a color value that I use to pull out from a 1D Texture. If anyone can help me understand why I am getting rainbow edging around my drawing it would greatly appreciated.My radius of involvement is 10.0, the "rainbow edging" means that at the edge of these vertices there is a stripe of rainbow coloring that I cannot seem to get rid of.ThanksVertex Shader///////////////varying vec3 normal;varying vec4 pos;uniform vec3 MyPoint[5]; // ** CHANGE ARRAY SIZE TO ELECTRODES ** //uniform float activationSize; // Activation Modulation from 0.0 being no Activity 1.0 being full radial distancevarying float dist; // Compute Distance from Electrode point and Pass Value to Fragment Shadervarying float radialdistance;attribute short nodelocations[5];float distancefinder(vec3 Point[5]) // ** CHANGE ARRAY SIZE TO ELECTRODES ** // change to float return type{int i;float tempDist;for (i=0;i<5;i++) // ***Change < to the Size of Electrodes*** //{tempDist = (distance(Point,gl_Vertex));tempDist /= radialdistance;if(tempDist <= 1.0){return(tempDist);} // works } return (radialdistance);}void main() {  radialdistance = 45.5; // Change to Determine Removal of Small Spotting keep consitent with Model.cpp contribution Var    normal = gl_NormalMatrix * gl_Normal;  gl_Position = ftransform();  pos = gl_ModelViewMatrix * gl_Vertex;gl_TexCoord[0].x = gl_MultiTexCoord0; if (gl_TexCoord[0].x <= 1.0) {if (distancefinder(MyPoint) >= 1.0){gl_TexCoord[0].x = radialdistance; } // Works }}Frag Shade////varying vec3 normal;varying vec4 pos;varying float dist;uniform float activation; //  color range between 0 - 1uniform sampler1D texturecolors;varying float radialdistance;void main() {vec4 color;if (gl_TexCoord[0].x > 1.0 && gl_TexCoord[0].x <= 5) // To Fade to White{ color[0] = 1.0; color[1] = 1.0; color[2] = 1.0; color[3] = 0.0; }    else if (gl_TexCoord[0].x <= 1.0) // gl_TexCoord[0].x @ 1.0 is 100%,{ vec4 colormap = tex1D(texturecolors, ((gl_TexCoord[0].x)*activation)); color[0] = colormap[0]; color[1] = colormap[1]; color[2] = colormap[2]; color[3] = 0.0; } // ABOVE IF STATE   gl_TexCoord[0].x >= 0.280 && gl_TexCoord[0].x <= 1.0else{ color = gl_FrontMaterial.diffuse; } // Comment to Make Brain Black  vec4 matspec = gl_FrontMaterial.specular;  float shininess = gl_FrontMaterial.shininess;  vec4 lightspec = gl_LightSource[0].specular;  vec4 lpos = gl_LightSource[0].position;  vec4 s = -normalize(pos-lpos);  vec3 light = s.xyz;  vec3 n = normalize(normal);  vec3 r = -reflect(light, n);  r = normalize(r);  vec3 v = -pos.xyz;  v = normalize(v);vec4 diffuse  = color * max(0.0, dot(n, s.xyz)) *   gl_LightSource[0].diffuse;  vec4 specular;  if (shininess != 0.0) {    specular = lightspec * matspec * pow(max(0.0, dot(r, v)), shininess);  } else {    specular = vec4(0.250, 0.250, 0.250, 0.0); } gl_FragColor = diffuse + specular;}
  Apologies, Here is link to image of the problem.Thanks to anyone and everyone who lends a hand to help out on these forums. http://s592.photobucket.com/albums/tt8/lacabos/?action=view&current=phantomline.png   