Currently making a game and I want to add nice shader effect like water distortion. I am rendering the scene to a FBO then apply a heightmap distortion shader on it. The distortion is applied by the fragment shader. normalMapPosition is the color vector at the current position of the normal map.
vec2 normalCoord = v_texCoord0;
vec4 normalMapPosition = 2 * texture2D(u_normals, v_texCoord0);
vec2 distortedCoord = normalCoord + (normalMapPosition.xz * 0.05);
then render it to the screen and I obtain the following result

The problem is that there is a diagonal artefact traversing the whole image. I think this is due to the treatment by openGL of the texture as two triangles. Is there a nice way to handle this kind of issue?