OpenGL texture2d/image sampling issue. Strange artifacts in texture

I have an issue when using textures in OpenGL, strange artifacts occur where geometry overlaps, but not always. Video Reference. I am using a GL_TEXTURE_2D with GL_ARB_image_load_store to make a custom depth test shader that stores material data for opaque and transparent geometry. The video given shows the artifacts occur where the support structure for a table is occluded behind the top of the table, but strangely, not occurring where the base of the table is occluded by the support.

#version 450 core  in VS_OUT {     vec3 Position;     vec3 Normal;     vec2 TexCoords;      mat3 TanBitanNorm; } fs_in;  // Material data uniform sampler2D uAlbedoMap; uniform sampler2D uNormalMap; uniform sampler2D uMetallicMap;  // Material info out layout(rgba16f) coherent uniform image2D uAlbedoDepthOpaque; layout(rgba16f) coherent uniform image2D uNormalMetallicOpaque; layout(rgba16f) coherent uniform image2D uAlbedoDepthTransparent; layout(rgba16f) coherent uniform image2D uNormalAlphaTransparent;  // Depth info in/out layout(r8) uniform image2D uDepthBufferOpaque; layout(r8) uniform image2D uDepthBufferTransparent;  void main() {     vec3 n_tex = texture(uNormalMap, fs_in.TexCoords).xyz;     n_tex = n_tex * 2.0f - 1.0f;      ivec2 tx_loc = ivec2(gl_FragCoord.xy);     const float opaque_depth = imageLoad(uDepthBufferOpaque, tx_loc).r; // Stored depth of opaque     const float trans_depth = imageLoad(uDepthBufferTransparent, tx_loc).r; // Stored depth of transparent      // Depth processing     if (gl_FragCoord.z > opaque_depth) {         bool tran = false;         if (trans_depth > opaque_depth)             tran = trans_depth > gl_FragCoord.z;         else             tran = true;          // Transparent         if (texture(uAlbedoMap, fs_in.TexCoords).a < 1.0f && tran) {             imageStore(uDepthBufferTransparent, tx_loc,                 vec4(gl_FragCoord.z));              imageStore(uAlbedoDepthTransparent, tx_loc,                 vec4(texture(uAlbedoMap, fs_in.TexCoords).rgb, gl_FragCoord.z));             imageStore(uNormalAlphaTransparent, tx_loc,                 vec4(abs(length(n_tex) - 1.0f) > 0.1f ? fs_in.Normal : normalize(fs_in.TanBitanNorm * n_tex), texture(uAlbedoMap, fs_in.TexCoords).a));         }          // Opaque         else {             imageStore(uDepthBufferOpaque, tx_loc,                 vec4(gl_FragCoord.z));              imageStore(uAlbedoDepthOpaque, tx_loc,                 vec4(texture(uAlbedoMap, fs_in.TexCoords).rgb, gl_FragCoord.z));             imageStore(uNormalMetallicOpaque, tx_loc,                 vec4(abs(length(n_tex) - 1.0f) > 0.1f ? fs_in.Normal : normalize(fs_in.TanBitanNorm * n_tex), texture(uMetallicMap, fs_in.TexCoords).r));         }     }      if (opaque_depth == 0.0f) {         imageStore(uDepthBufferOpaque, tx_loc,             vec4(0.125f));     }      else {         imageStore(uDepthBufferOpaque, tx_loc,             vec4(0.125f + opaque_depth));     } } 

Render with overlapping geometry shows that artifacts still occur outside of reading from the texture. Also in the video, I move the camera back and forth (with orthographic projection) and the artifacts become brighter and darker. Render with overlapping geometry w/out depth processing shows that the brighter/darker values were from the depth test.

Any ideas on why this occurs, and how can I fix it?