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    <title>Thema "Re: OpenGL procedurally generated night nebula shader malfunctioning in Minecraft." in Developing Games on Intel Graphics</title>
    <link>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-procedurally-generated-night-nebula-shader-malfunctioning/m-p/1754015#M3019</link>
    <description>&lt;P&gt;Yes, I can confirm on Arc A-Series and B-Series the behavior is as described above:&amp;nbsp;&lt;SPAN&gt;abrupt vertical cuts in a procedural noise pattern.&lt;/SPAN&gt;&lt;/P&gt;
&lt;P&gt;&lt;SPAN&gt;But in B390 igpu the uniform prefix is behaving as the const/normal float. (in both sides I can see the corruption)&amp;nbsp;&lt;/SPAN&gt;&lt;/P&gt;
&lt;P&gt;&lt;SPAN&gt;Indeed we have another level of complexity here.&lt;/SPAN&gt;&lt;/P&gt;</description>
    <pubDate>Wed, 15 Jul 2026 18:08:10 GMT</pubDate>
    <dc:creator>Arturo_Intel</dc:creator>
    <dc:date>2026-07-15T18:08:10Z</dc:date>
    <item>
      <title>OpenGL procedurally generated night nebula shader malfunctioning in Minecraft.</title>
      <link>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-procedurally-generated-night-nebula-shader-malfunctioning/m-p/1665025#M2578</link>
      <description>&lt;DIV class=""&gt;&lt;DIV class=""&gt;&lt;DIV class=""&gt;&lt;DIV&gt;&lt;DIV class=""&gt;&lt;DIV class=""&gt;&lt;P class=""&gt;&lt;SPAN class=""&gt;This is a continuation from &lt;/SPAN&gt;&lt;A class="" href="https://community.intel.com/t5/Developing-Games-on-Intel/Driver-level-bugs-causing-issues-in-Minecraft-amp-OpenGL-shaders/td-p/1664368" target="_blank" rel="noopener"&gt;&lt;SPAN class=""&gt;https://community.intel.com/t5/Developing-Games-on-Intel/Driver-level-bugs-causing-issues-in-Minecraft-amp-OpenGL-shaders/td-p/1664368&lt;/SPAN&gt;&lt;/A&gt;&lt;SPAN class=""&gt; which will be split into 3 separate reports.&lt;BR /&gt;&lt;BR /&gt;&lt;STRONG&gt;Issue:&lt;BR /&gt;&lt;BR /&gt;&lt;/STRONG&gt;Night Nebula function from Complementary Shaders is broken on certain nights.&lt;BR /&gt;&lt;BR /&gt;This issue also isn't present on Nvidia or AMD cards.&lt;BR /&gt;The function that drives this effect is located in nightNebula.glsl (in the attached shaderpacks.zip)&lt;BR /&gt;(3 showcase images attached)&lt;BR /&gt;&lt;BR /&gt;&lt;STRONG&gt;Reproduction Steps&lt;BR /&gt;&lt;BR /&gt;Preparation:&lt;BR /&gt;&lt;/STRONG&gt;- Install Iris &amp;amp; Sodium for 1.21.4 :&amp;nbsp;&lt;A class="" href="https://github.com/IrisShaders/Iris/blob/multiloader-new/docs/guide.md" target="_blank" rel="noopener nofollow noreferrer"&gt;https://github.com/IrisShaders/Iris/blob/multiloader-new/docs/guide.md&lt;/A&gt;&lt;BR /&gt;- Unpack the shaderpacks.zip inside the (...)\AppData\Roaming\.minecraft folder&lt;BR /&gt;- Unpack the Driver Bug Test.zip inside the \AppData\Roaming\.minecraft\saves folder&lt;BR /&gt;- Go into options&amp;gt;video settings&amp;gt;shaderpacks and select "complementary unbound 5.4 + euphoria patches 1.5.2"&lt;BR /&gt;- Press apply&lt;BR /&gt;&lt;BR /&gt;&lt;STRONG&gt;Reproduction:&lt;/STRONG&gt;&lt;BR /&gt;- Open the Driver Bug Test world in-game&lt;BR /&gt;- Step on the pressure plate that says "Broken Night Sky"&lt;BR /&gt;- Step on any of the pressure plates and you should notice graphical issues on the sky&lt;BR /&gt;&lt;/SPAN&gt;&lt;/P&gt;&lt;/DIV&gt;&lt;/DIV&gt;&lt;/DIV&gt;&lt;/DIV&gt;&lt;/DIV&gt;&lt;/DIV&gt;</description>
      <pubDate>Tue, 11 Feb 2025 17:00:55 GMT</pubDate>
      <guid>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-procedurally-generated-night-nebula-shader-malfunctioning/m-p/1665025#M2578</guid>
      <dc:creator>djmrFunnyMan</dc:creator>
      <dc:date>2025-02-11T17:00:55Z</dc:date>
    </item>
    <item>
      <title>Re: OpenGL procedurally generated night nebula shader malfunctioning in Minecraft.</title>
      <link>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-procedurally-generated-night-nebula-shader-malfunctioning/m-p/1665096#M2584</link>
      <description>&lt;P&gt;&lt;a href="https://community.intel.com/t5/user/viewprofilepage/user-id/410902"&gt;@djmrFunnyMan&lt;/a&gt;&amp;nbsp;noted!&lt;BR /&gt;Adding to debug queue &lt;LI-EMOJI id="lia_slightly-smiling-face" title=":slightly_smiling_face:"&gt;&lt;/LI-EMOJI&gt;&lt;/P&gt;
&lt;P&gt;Karen&lt;/P&gt;</description>
      <pubDate>Tue, 11 Feb 2025 22:22:46 GMT</pubDate>
      <guid>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-procedurally-generated-night-nebula-shader-malfunctioning/m-p/1665096#M2584</guid>
      <dc:creator>karen_intel</dc:creator>
      <dc:date>2025-02-11T22:22:46Z</dc:date>
    </item>
    <item>
      <title>Re: OpenGL procedurally generated night nebula shader malfunctioning in Minecraft.</title>
      <link>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-procedurally-generated-night-nebula-shader-malfunctioning/m-p/1744916#M2976</link>
      <description>&lt;P&gt;I have narrowed down the issue to one line in nightNebula.glsl&lt;/P&gt;&lt;LI-CODE lang="markup"&gt;return fract(sinM(dot(inCoord, vec2(23.53, 44.0))) * 42350.45);&lt;/LI-CODE&gt;&lt;P&gt;Changing it to&amp;nbsp;&lt;/P&gt;&lt;LI-CODE lang="markup"&gt;return fract(sinM(dot(inCoord, vec2(23.5, 44.0))) * 42350.45);&lt;/LI-CODE&gt;&lt;P&gt;fixes the issue.&lt;BR /&gt;&lt;BR /&gt;I have no idea why is this the cause. This definitely feels like a bug on your side, because afaik this code meets the spec.&lt;/P&gt;</description>
      <pubDate>Sat, 18 Apr 2026 18:26:20 GMT</pubDate>
      <guid>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-procedurally-generated-night-nebula-shader-malfunctioning/m-p/1744916#M2976</guid>
      <dc:creator>djmrFunnyMan</dc:creator>
      <dc:date>2026-04-18T18:26:20Z</dc:date>
    </item>
    <item>
      <title>Re: OpenGL procedurally generated night nebula shader malfunctioning in Minecraft.</title>
      <link>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-procedurally-generated-night-nebula-shader-malfunctioning/m-p/1753640#M3009</link>
      <description>&lt;P&gt;hey&amp;nbsp;&lt;a href="https://community.intel.com/t5/user/viewprofilepage/user-id/410902"&gt;@djmrFunnyMan&lt;/a&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;I create a homebrew code to reproduce this behavior outside Minecraft based on the path the nightNebula.glsl was following.&lt;/P&gt;
&lt;P&gt;here is the repo with the code:&amp;nbsp;&lt;A href="https://github.com/Arturo-Intel/06501550" target="_blank"&gt;https://github.com/Arturo-Intel/06501550&lt;/A&gt;&lt;/P&gt;
&lt;P&gt;and here is what you will see if you run it&lt;/P&gt;
&lt;P&gt;&lt;span class="lia-inline-image-display-wrapper lia-image-align-inline" image-alt="Arturo_Intel_0-1783715467136.png" style="width: 400px;"&gt;&lt;img src="https://community.intel.com/t5/image/serverpage/image-id/73339iF62D0188E639E7A3/image-size/medium?v=v2&amp;amp;px=400&amp;amp;whitelist-exif-data=Orientation%2CResolution%2COriginalDefaultFinalSize%2CCopyright" role="button" title="Arturo_Intel_0-1783715467136.png" alt="Arturo_Intel_0-1783715467136.png" /&gt;&lt;/span&gt;&lt;/P&gt;
&lt;P&gt;left side is using 23.53&lt;/P&gt;
&lt;P&gt;right side is using 23.5&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Please review the code and share any input you have.&lt;/P&gt;
&lt;P&gt;I will use this to escalate the case to the corresponding team.&lt;/P&gt;
&lt;P&gt;--r2&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;</description>
      <pubDate>Fri, 10 Jul 2026 20:32:38 GMT</pubDate>
      <guid>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-procedurally-generated-night-nebula-shader-malfunctioning/m-p/1753640#M3009</guid>
      <dc:creator>Arturo_Intel</dc:creator>
      <dc:date>2026-07-10T20:32:38Z</dc:date>
    </item>
    <item>
      <title>Re: OpenGL procedurally generated night nebula shader malfunctioning in Minecraft.</title>
      <link>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-procedurally-generated-night-nebula-shader-malfunctioning/m-p/1753648#M3011</link>
      <description>&lt;P&gt;&lt;a href="https://community.intel.com/t5/user/viewprofilepage/user-id/237045"&gt;@Arturo_Intel&lt;/a&gt;&amp;nbsp;What I managed to figure out is that the issue seems to be related to the number of decimal places of the value actually stored in the float.&amp;nbsp;&lt;BR /&gt;For example 23.53 is actually stored as 23.5300006866455078125 while 23.5 is stored as precisely 23.5. The reason 23.53 has errors is because it has more decimal points than 23.5&lt;BR /&gt;&lt;BR /&gt;The more decimal precision the value actually stored in the float uses up, the more frequent the error is.&lt;BR /&gt;For example 23.5 will have less errors than 23.3125 which will have less errors than 23.265625 which will have less errors than 23.53&lt;BR /&gt;&lt;BR /&gt;I still don't know why this is the case but that's the pattern. And to reiterate this issue doesn't manifest on hardware from other gpu vendors.&lt;/P&gt;</description>
      <pubDate>Fri, 10 Jul 2026 23:13:53 GMT</pubDate>
      <guid>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-procedurally-generated-night-nebula-shader-malfunctioning/m-p/1753648#M3011</guid>
      <dc:creator>djmrFunnyMan</dc:creator>
      <dc:date>2026-07-10T23:13:53Z</dc:date>
    </item>
    <item>
      <title>Re: OpenGL procedurally generated night nebula shader malfunctioning in Minecraft.</title>
      <link>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-procedurally-generated-night-nebula-shader-malfunctioning/m-p/1753650#M3012</link>
      <description>&lt;P&gt;Just to be clear. The issue isn't that the left side differs from the right side. That is expected.&lt;BR /&gt;&lt;BR /&gt;The issue is the existence of these lines on the left side (highlighted in red)&lt;/P&gt;&lt;P&gt;&lt;span class="lia-inline-image-display-wrapper lia-image-align-inline" image-alt="djmrFunnyMan_0-1783725757166.png" style="width: 400px;"&gt;&lt;img src="https://community.intel.com/t5/image/serverpage/image-id/73340iC1EB7C0AF7BD2A8F/image-size/medium?v=v2&amp;amp;px=400&amp;amp;whitelist-exif-data=Orientation%2CResolution%2COriginalDefaultFinalSize%2CCopyright" role="button" title="djmrFunnyMan_0-1783725757166.png" alt="djmrFunnyMan_0-1783725757166.png" /&gt;&lt;/span&gt;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;</description>
      <pubDate>Fri, 10 Jul 2026 23:24:12 GMT</pubDate>
      <guid>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-procedurally-generated-night-nebula-shader-malfunctioning/m-p/1753650#M3012</guid>
      <dc:creator>djmrFunnyMan</dc:creator>
      <dc:date>2026-07-10T23:24:12Z</dc:date>
    </item>
    <item>
      <title>Re: OpenGL procedurally generated night nebula shader malfunctioning in Minecraft.</title>
      <link>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-procedurally-generated-night-nebula-shader-malfunctioning/m-p/1753698#M3015</link>
      <description>&lt;P&gt;&lt;a href="https://community.intel.com/t5/user/viewprofilepage/user-id/237045"&gt;@Arturo_Intel&lt;/a&gt;&amp;nbsp;I provided a lot of information on your github.&lt;BR /&gt;&lt;BR /&gt;&lt;A href="https://github.com/Arturo-Intel/06501550/issues/1" target="_blank"&gt;https://github.com/Arturo-Intel/06501550/issues/1&lt;/A&gt;&lt;BR /&gt;&lt;BR /&gt;&lt;A href="https://github.com/Arturo-Intel/06501550/issues/2" target="_blank"&gt;https://github.com/Arturo-Intel/06501550/issues/2&lt;/A&gt;&lt;BR /&gt;&lt;BR /&gt;Please check out my fork to verify my findings.&lt;BR /&gt;&lt;BR /&gt;Unrelated to the above: I think I should note that a few months ago I created a duplicate report on&amp;nbsp;&lt;A href="https://github.com/IGCIT/Intel-GPU-Community-Issue-Tracker-IGCIT/issues/1437" target="_self"&gt;IGCIT&lt;/A&gt;&amp;nbsp;&lt;BR /&gt;To prevent duplicate effort I believe it may need to be closed.&lt;/P&gt;</description>
      <pubDate>Sat, 11 Jul 2026 18:58:20 GMT</pubDate>
      <guid>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-procedurally-generated-night-nebula-shader-malfunctioning/m-p/1753698#M3015</guid>
      <dc:creator>djmrFunnyMan</dc:creator>
      <dc:date>2026-07-11T18:58:20Z</dc:date>
    </item>
    <item>
      <title>Re: OpenGL procedurally generated night nebula shader malfunctioning in Minecraft.</title>
      <link>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-procedurally-generated-night-nebula-shader-malfunctioning/m-p/1753817#M3016</link>
      <description>&lt;P&gt;Addendum: The change above does not actually fix the issue. I was mistaken.&lt;BR /&gt;&lt;BR /&gt;I did find another solution which does actually fix the issue.&lt;BR /&gt;&lt;BR /&gt;So for clarity, the following line has issues:&lt;/P&gt;&lt;LI-CODE lang="markup"&gt;return fract(sinM(dot(inCoord, vec2(23.53, 44.0))) * 42350.45); //unexpected behaviour&lt;/LI-CODE&gt;&lt;P&gt;Changing it to the following fixes the issue:&lt;/P&gt;&lt;LI-CODE lang="markup"&gt;uniform float value = 23.53;
return fract(sinM(dot(inCoord, vec2(value, 44.0))) * 42350.45);  //behaves as expected&lt;/LI-CODE&gt;&lt;P&gt;&lt;BR /&gt;&lt;BR /&gt;&lt;BR /&gt;&lt;/P&gt;</description>
      <pubDate>Mon, 13 Jul 2026 10:54:02 GMT</pubDate>
      <guid>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-procedurally-generated-night-nebula-shader-malfunctioning/m-p/1753817#M3016</guid>
      <dc:creator>djmrFunnyMan</dc:creator>
      <dc:date>2026-07-13T10:54:02Z</dc:date>
    </item>
    <item>
      <title>Re: OpenGL procedurally generated night nebula shader malfunctioning in Minecraft.</title>
      <link>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-procedurally-generated-night-nebula-shader-malfunctioning/m-p/1753930#M3017</link>
      <description>&lt;P&gt;Hello,&lt;/P&gt;
&lt;P&gt;I change the code to use uniform and const float with the same value to reproduce this behavior, what I notice is that on latest gen (B390 or series 3) iGPUs, both declarations are behaving the exact same way (abrupt vertical cuts in a procedural noise pattern) which proves that the issue is on how the driver is dealing with this floats.&amp;nbsp;&lt;/P&gt;
&lt;P&gt;I'm still gathering all the evidences possible to push this to the corresponding team.&amp;nbsp;&lt;/P&gt;
&lt;P&gt;A new article will be created to follow this case. I will share the link once is public.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Thanks a lot for your patience,&lt;/P&gt;
&lt;P&gt;r2&lt;/P&gt;</description>
      <pubDate>Tue, 14 Jul 2026 20:46:36 GMT</pubDate>
      <guid>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-procedurally-generated-night-nebula-shader-malfunctioning/m-p/1753930#M3017</guid>
      <dc:creator>Arturo_Intel</dc:creator>
      <dc:date>2026-07-14T20:46:36Z</dc:date>
    </item>
    <item>
      <title>Re: OpenGL procedurally generated night nebula shader malfunctioning in Minecraft.</title>
      <link>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-procedurally-generated-night-nebula-shader-malfunctioning/m-p/1753938#M3018</link>
      <description>&lt;P&gt;&lt;a href="https://community.intel.com/t5/user/viewprofilepage/user-id/237045"&gt;@Arturo_Intel&lt;/a&gt;&amp;nbsp;That's unexpected&lt;BR /&gt;&lt;BR /&gt;On my B580 the two paths differ, with only the left side exhibiting erroneous behaviour.&lt;BR /&gt;&lt;BR /&gt;There may be some difference between iGPU and dGPU drivers.&lt;BR /&gt;&lt;BR /&gt;I suggest you try to run the code on a B580 to compare the difference.&lt;/P&gt;&lt;P&gt;&lt;span class="lia-inline-image-display-wrapper lia-image-align-inline" image-alt="djmrFunnyMan_0-1784068955039.png" style="width: 400px;"&gt;&lt;img src="https://community.intel.com/t5/image/serverpage/image-id/73391i6F830EE19639A273/image-size/medium?v=v2&amp;amp;px=400&amp;amp;whitelist-exif-data=Orientation%2CResolution%2COriginalDefaultFinalSize%2CCopyright" role="button" title="djmrFunnyMan_0-1784068955039.png" alt="djmrFunnyMan_0-1784068955039.png" /&gt;&lt;/span&gt;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;</description>
      <pubDate>Tue, 14 Jul 2026 22:47:56 GMT</pubDate>
      <guid>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-procedurally-generated-night-nebula-shader-malfunctioning/m-p/1753938#M3018</guid>
      <dc:creator>djmrFunnyMan</dc:creator>
      <dc:date>2026-07-14T22:47:56Z</dc:date>
    </item>
    <item>
      <title>Re: OpenGL procedurally generated night nebula shader malfunctioning in Minecraft.</title>
      <link>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-procedurally-generated-night-nebula-shader-malfunctioning/m-p/1754015#M3019</link>
      <description>&lt;P&gt;Yes, I can confirm on Arc A-Series and B-Series the behavior is as described above:&amp;nbsp;&lt;SPAN&gt;abrupt vertical cuts in a procedural noise pattern.&lt;/SPAN&gt;&lt;/P&gt;
&lt;P&gt;&lt;SPAN&gt;But in B390 igpu the uniform prefix is behaving as the const/normal float. (in both sides I can see the corruption)&amp;nbsp;&lt;/SPAN&gt;&lt;/P&gt;
&lt;P&gt;&lt;SPAN&gt;Indeed we have another level of complexity here.&lt;/SPAN&gt;&lt;/P&gt;</description>
      <pubDate>Wed, 15 Jul 2026 18:08:10 GMT</pubDate>
      <guid>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-procedurally-generated-night-nebula-shader-malfunctioning/m-p/1754015#M3019</guid>
      <dc:creator>Arturo_Intel</dc:creator>
      <dc:date>2026-07-15T18:08:10Z</dc:date>
    </item>
    <item>
      <title>Re: OpenGL procedurally generated night nebula shader malfunctioning in Minecraft.</title>
      <link>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-procedurally-generated-night-nebula-shader-malfunctioning/m-p/1754016#M3020</link>
      <description>&lt;P&gt;Here is the public article on this case:&lt;/P&gt;
&lt;P&gt;&lt;A href="https://www.intel.com/content/www/us/en/support/articles/000103040.html" target="_blank"&gt;https://www.intel.com/content/www/us/en/support/articles/000103040.html&lt;/A&gt;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;--r2&lt;/P&gt;</description>
      <pubDate>Wed, 15 Jul 2026 18:07:16 GMT</pubDate>
      <guid>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-procedurally-generated-night-nebula-shader-malfunctioning/m-p/1754016#M3020</guid>
      <dc:creator>Arturo_Intel</dc:creator>
      <dc:date>2026-07-15T18:07:16Z</dc:date>
    </item>
    <item>
      <title>Re: OpenGL procedurally generated night nebula shader malfunctioning in Minecraft.</title>
      <link>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-procedurally-generated-night-nebula-shader-malfunctioning/m-p/1754086#M3021</link>
      <description>&lt;P&gt;Well I have nothing more to add, other than: good luck!&lt;BR /&gt;Hope the issue can be resolved.&lt;/P&gt;</description>
      <pubDate>Thu, 16 Jul 2026 09:39:21 GMT</pubDate>
      <guid>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-procedurally-generated-night-nebula-shader-malfunctioning/m-p/1754086#M3021</guid>
      <dc:creator>djmrFunnyMan</dc:creator>
      <dc:date>2026-07-16T09:39:21Z</dc:date>
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