> I remembered that bug (and also the aspect of GLSL optimization that made the 
> object pop off screen if the grid was offscreen but the distorted vertices 
> should be "on screen"), but thought this was a different problem. I never 
> noted that continuing to manipulate the vertex distortion didn't result in a 
> continuous distortion/change. It seems like shadows falling in the wrong 
> place is different than the Interpolate/GLSL Vertex not animating when 
> shadows are on, though they may be caused by the same issue.

Hmm -- sorry about that.  On my MacBook (go intel?), the composition totally 
misrenders (and kinda looks like the wrong shadow bug mentioned previously), 
but on my MBP it "works" [reveals your bug], where it exhibits incorrect 
deformation -- actual output verts are wrong/not updated.  Yay driver bugs, 
right? :)

I find that if I manually set the input value, and stop/start the composition, 
the mesh changes -- in other words, the input's effectively a one-shot.  Are 
you seeing that too?  This also happens in iterators under certain 
circumstances with GLSL.  However, a brief test shows this to be a slightly 
different (and thus previously unknown) issue -- can you please file a radar on 
that (and attach the supplied composition)? 
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