I am looking at a sample code from a respected source and the mipmap level-of-detail parameter (float) is passed to the vertex shader as a uniform which then passes to the fragment shader without using the flat keyword, thus subject to interpolation(but all the vertex shaders are providing the same value-what would be the point of interpolation). What could I be missing here?
Is it not better to pass a such a variable as a uniform to the fragment shader?