small gaps when using world position offset from texture sample / rounding error?

Im using a texture where some vectors are translated into colour in order to run an animation via World Position Offset.

I’m using an non welded mesh where each triangle has its own 3 vertices witch are exactly in the same position.

When multiplying the RBG values with a scalar parameter there seems to be a rounding error that causes small gaps between the face (see picture)

Is there a way to increase calculation accuracy or any other solution to this?