I have checked this similar question, but the suggestions did not solve my problem: Low precision and clamping when writing to floating point FBO.
I
Do a full set of glClampColor() operations in your initGL() function:
glClampColor()
initGL()
glClampColor(GL_CLAMP_READ_COLOR, GL_FALSE); glClampColor(GL_CLAMP_VERTEX_COLOR, GL_FALSE); glClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
On my system I only needed the GL_CLAMP_VERTEX_COLOR.
GL_CLAMP_VERTEX_COLOR