Sort of a guess, but the following seems consistent with the information mentioned so far.
Does system.getInfo(“gpuSupportsHighPrecisionFragmentShaders”) return false on the device? If so, then your texture coordinates (after scaling by 1 / 3360 and 1 / 2832, per Brent’s numbers) are only guaranteed (by the GLES spec, e.g. see the “Qualifiers” section here) to land on multiples of 1 / 1024; with high precision the minimum is the more generous 1 / 65536.
Interior pixels should look reasonable, thanks to filtering, but on the edges you might be seeing the effect of the sides in different frames landing at inconsistent offsets. I haven’t seen the shimmy in question, but I can about imagine, if this is the reason.
Anyhow, as I said, this is all conjecture.