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    <title>topic Re: OpenGL mix() function not working correctly with Minecraft shaders. in Developing Games on Intel Graphics</title>
    <link>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-mix-function-not-working-correctly-with-Minecraft-shaders/m-p/1754147#M3027</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;This misunderstanding is once again present in your repository README at&amp;nbsp;&lt;A href="https://github.com/Arturo-Intel/06497416/" target="_blank"&gt;https://github.com/Arturo-Intel/06497416/&lt;/A&gt;&lt;BR /&gt;&lt;BR /&gt;So once more for clarity. The direct call is what miscompiles. Using the helper function is a workaround to produce correct results.&lt;/P&gt;</description>
    <pubDate>Thu, 16 Jul 2026 22:01:21 GMT</pubDate>
    <dc:creator>djmrFunnyMan</dc:creator>
    <dc:date>2026-07-16T22:01:21Z</dc:date>
    <item>
      <title>OpenGL mix() function not working correctly with Minecraft shaders.</title>
      <link>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-mix-function-not-working-correctly-with-Minecraft-shaders/m-p/1665023#M2577</link>
      <description>&lt;P&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;The issue:&lt;/STRONG&gt;&lt;BR /&gt;&lt;BR /&gt;&lt;/SPAN&gt;&lt;SPAN class=""&gt;The OpenGL mix() function seems to not work correctly.&lt;/SPAN&gt;&lt;BR /&gt;&lt;BR /&gt;&lt;SPAN class=""&gt;It produces NaN's in situations where AMD and Nvidia cards don't have such issues.&lt;/SPAN&gt;&lt;BR /&gt;&lt;SPAN class=""&gt;In this particular case the line of code affected is line 21 in blocklightColors.glsl (in the attached shaderpacks.zip)&lt;BR /&gt;&lt;/SPAN&gt;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;LI-CODE lang="markup"&gt;vec3 torchBlockSpecialLightColor = mix(vec3(2.0, 0.87, 0.27), fireSpecialLightColor, 0.75);&lt;/LI-CODE&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;&lt;BR /&gt;&lt;STRONG&gt;Rudimentary investegation:&lt;/STRONG&gt;&lt;/P&gt;&lt;P&gt;Doing this will fix the issue and make it behave as expected. This fix makes zero sense however as &lt;SPAN&gt;clamp&lt;/SPAN&gt;&lt;SPAN&gt;(&lt;/SPAN&gt;&lt;SPAN&gt;0&lt;/SPAN&gt;&lt;SPAN&gt;.75&lt;/SPAN&gt;&lt;SPAN&gt;, &lt;/SPAN&gt;&lt;SPAN&gt;0&lt;/SPAN&gt;&lt;SPAN&gt;.0&lt;/SPAN&gt;&lt;SPAN&gt;, &lt;/SPAN&gt;&lt;SPAN&gt;1&lt;/SPAN&gt;&lt;SPAN&gt;.0&lt;/SPAN&gt;&lt;SPAN&gt;)&lt;/SPAN&gt; should do absolutely nothing to the 0.75&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;LI-CODE lang="markup"&gt;vec3 torchBlockSpecialLightColor = mix(vec3(2.0, 0.87, 0.27), fireSpecialLightColor, clamp01(0.75));  //this works as expected&lt;/LI-CODE&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;clamp01 is just a simple function that looks like this (it's in commonFunctions.glsl)&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;LI-CODE lang="markup"&gt;float clamp01(float x) {
    return clamp(x, 0.0, 1.0);
}&lt;/LI-CODE&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;What makes even less sense is that, not using the function and directly doing clamp(0.75, 0.0, 1.0) results in different broken behaviour (also a NaN but it doesn't spread over the entire screen anymore)&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;LI-CODE lang="markup"&gt;vec3 torchBlockSpecialLightColor = mix(vec3(2.0, 0.87, 0.27), fireSpecialLightColor, clamp(0.75, 0.0, 1.0));  //this is broken&lt;/LI-CODE&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;This makes precisely zero sense as clamp01 is just clamp(x , 0.0, 1.0) so there should be absolutely no difference between the two.&lt;BR /&gt;&lt;BR /&gt;&lt;SPAN class=""&gt;The suspected culprit is malfunctioning constant folding.&lt;/SPAN&gt;&lt;BR /&gt;&lt;BR /&gt;&lt;STRONG&gt;Reproduction Steps&lt;BR /&gt;&lt;BR /&gt;&lt;STRONG&gt;&lt;SPAN class=""&gt;Preparation:&lt;/SPAN&gt;&lt;BR /&gt;&lt;/STRONG&gt;&lt;/STRONG&gt;&lt;SPAN class=""&gt;- Install Iris &amp;amp; Sodium for 1.21.4 :&amp;nbsp;&lt;/SPAN&gt;&lt;A class="" href="https://github.com/IrisShaders/Iris/blob/multiloader-new/docs/guide.md" target="_blank" rel="noopener nofollow noreferrer"&gt;&lt;SPAN class=""&gt;https://github.com/IrisShaders/Iris/blob/multiloader-new/docs/guide.md&lt;/SPAN&gt;&lt;/A&gt;&lt;BR /&gt;&lt;SPAN class=""&gt;- Unpack the shaderpacks.zip inside the (...)\AppData\Roaming\.minecraft folder&lt;/SPAN&gt;&lt;BR /&gt;&lt;SPAN class=""&gt;- Unpack the Driver Bug Test.zip inside the \AppData\Roaming\.minecraft\saves folder&lt;/SPAN&gt;&lt;BR /&gt;&lt;SPAN class=""&gt;- Go into options&amp;gt;video settings&amp;gt;shaderpacks and select "complementary unbound 5.4 + euphoria patches 1.5.2"&lt;/SPAN&gt;&lt;BR /&gt;&lt;SPAN class=""&gt;- Press apply&lt;/SPAN&gt;&lt;STRONG&gt;&lt;BR /&gt;&lt;BR /&gt;&lt;/STRONG&gt;&lt;STRONG&gt;Reproduction:&lt;/STRONG&gt;&lt;/P&gt;&lt;P&gt;&lt;SPAN class=""&gt;- Open the Driver Bug Test world in-game&lt;BR /&gt;- Step on the pressure plate that says "NaN apocalypse"&lt;BR /&gt;- Press the button to place a torch&lt;/SPAN&gt;&lt;/P&gt;</description>
      <pubDate>Tue, 11 Feb 2025 16:56:37 GMT</pubDate>
      <guid>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-mix-function-not-working-correctly-with-Minecraft-shaders/m-p/1665023#M2577</guid>
      <dc:creator>djmrFunnyMan</dc:creator>
      <dc:date>2025-02-11T16:56:37Z</dc:date>
    </item>
    <item>
      <title>Re: OpenGL mix() function not working correctly with Minecraft shaders.</title>
      <link>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-mix-function-not-working-correctly-with-Minecraft-shaders/m-p/1665097#M2585</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;thanks for splitting the cases.&lt;BR /&gt;I'll check this one too&lt;BR /&gt;&lt;BR /&gt;Stay tuned&lt;BR /&gt;&lt;BR /&gt;Karen&lt;/P&gt;</description>
      <pubDate>Tue, 11 Feb 2025 22:24:02 GMT</pubDate>
      <guid>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-mix-function-not-working-correctly-with-Minecraft-shaders/m-p/1665097#M2585</guid>
      <dc:creator>karen_intel</dc:creator>
      <dc:date>2025-02-11T22:24:02Z</dc:date>
    </item>
    <item>
      <title>Re: OpenGL mix() function not working correctly with Minecraft shaders.</title>
      <link>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-mix-function-not-working-correctly-with-Minecraft-shaders/m-p/1753501#M3004</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;&lt;/P&gt;
&lt;P&gt;Hello,&amp;nbsp;&lt;/P&gt;
&lt;P&gt;The official update status for this case can be found here:&amp;nbsp;&lt;BR /&gt;&lt;A href="https://www.intel.com/content/www/us/en/support/articles/000102994.html" target="_blank"&gt;https://www.intel.com/content/www/us/en/support/articles/000102994.html&lt;/A&gt;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;The team is working actively on this case &lt;LI-EMOJI id="lia_slightly-smiling-face" title=":slightly_smiling_face:"&gt;&lt;/LI-EMOJI&gt;&lt;/P&gt;
&lt;P&gt;Will keep this case open for any new questions arise,&lt;/P&gt;
&lt;P&gt;--Arturo&lt;/P&gt;</description>
      <pubDate>Thu, 09 Jul 2026 17:19:15 GMT</pubDate>
      <guid>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-mix-function-not-working-correctly-with-Minecraft-shaders/m-p/1753501#M3004</guid>
      <dc:creator>Arturo_Intel</dc:creator>
      <dc:date>2026-07-09T17:19:15Z</dc:date>
    </item>
    <item>
      <title>Re: OpenGL mix() function not working correctly with Minecraft shaders.</title>
      <link>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-mix-function-not-working-correctly-with-Minecraft-shaders/m-p/1753526#M3005</link>
      <description>&lt;P&gt;There is a big misunderstanding in the support article.&amp;nbsp;&lt;BR /&gt;&lt;BR /&gt;The direct call is what miscompiles. Using the helper function is a workaround to produce correct results.&lt;BR /&gt;&lt;BR /&gt;Basically you mislabeled the malfunctioning and functioning examples (should be the opposite of how it is now).&lt;/P&gt;</description>
      <pubDate>Thu, 09 Jul 2026 22:14:41 GMT</pubDate>
      <guid>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-mix-function-not-working-correctly-with-Minecraft-shaders/m-p/1753526#M3005</guid>
      <dc:creator>djmrFunnyMan</dc:creator>
      <dc:date>2026-07-09T22:14:41Z</dc:date>
    </item>
    <item>
      <title>Re: OpenGL mix() function not working correctly with Minecraft shaders.</title>
      <link>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-mix-function-not-working-correctly-with-Minecraft-shaders/m-p/1753527#M3006</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;Please check my reply above (I forgot to ping you)&lt;/P&gt;</description>
      <pubDate>Thu, 09 Jul 2026 22:18:34 GMT</pubDate>
      <guid>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-mix-function-not-working-correctly-with-Minecraft-shaders/m-p/1753527#M3006</guid>
      <dc:creator>djmrFunnyMan</dc:creator>
      <dc:date>2026-07-09T22:18:34Z</dc:date>
    </item>
    <item>
      <title>Re: OpenGL mix() function not working correctly with Minecraft shaders.</title>
      <link>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-mix-function-not-working-correctly-with-Minecraft-shaders/m-p/1753528#M3007</link>
      <description>&lt;P&gt;Ow! Thanks for heads up!&lt;/P&gt;
&lt;P&gt;I will change this ASAP.&lt;/P&gt;
&lt;P&gt;-r2&lt;/P&gt;</description>
      <pubDate>Thu, 09 Jul 2026 22:37:28 GMT</pubDate>
      <guid>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-mix-function-not-working-correctly-with-Minecraft-shaders/m-p/1753528#M3007</guid>
      <dc:creator>Arturo_Intel</dc:creator>
      <dc:date>2026-07-09T22:37:28Z</dc:date>
    </item>
    <item>
      <title>Re: OpenGL mix() function not working correctly with Minecraft shaders.</title>
      <link>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-mix-function-not-working-correctly-with-Minecraft-shaders/m-p/1753695#M3014</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 have found another workaround.&lt;BR /&gt;&lt;BR /&gt;&lt;/P&gt;&lt;LI-CODE lang="markup"&gt;vec3 torchBlockSpecialLightColor = mix(vec3(2.0, 0.87, 0.27), fireSpecialLightColor, 0.75); //this outputs a NaN&lt;/LI-CODE&gt;&lt;LI-CODE lang="markup"&gt;uniform float value = 0.75;
vec3 torchBlockSpecialLightColor = mix(vec3(2.0, 0.87, 0.27), fireSpecialLightColor, value); //this outputs the correct result&lt;/LI-CODE&gt;&lt;P&gt;&lt;BR /&gt;This tells me that the driver can be tricked into behaving correctly by changing how the float is provided, and using helper functions is not the only way of doing so.&lt;/P&gt;</description>
      <pubDate>Sat, 11 Jul 2026 18:53:14 GMT</pubDate>
      <guid>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-mix-function-not-working-correctly-with-Minecraft-shaders/m-p/1753695#M3014</guid>
      <dc:creator>djmrFunnyMan</dc:creator>
      <dc:date>2026-07-11T18:53:14Z</dc:date>
    </item>
    <item>
      <title>Re: OpenGL mix() function not working correctly with Minecraft shaders.</title>
      <link>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-mix-function-not-working-correctly-with-Minecraft-shaders/m-p/1754123#M3022</link>
      <description>&lt;P&gt;Hello&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 class="my-2 [&amp;amp;+p]:mt-4 [&amp;amp;_strong:has(+br)]:inline-block [&amp;amp;_strong:has(+br)]:align-top"&gt;I’ve built and tested a standalone repro based on your shader, including a variant that compiles three fragment shader versions side by side with different torch weight expressions. The repro is available here:&amp;nbsp;&lt;A class="reset interactable cursor-pointer decoration-1 underline-offset-1 text-super hover:underline" href="https://github.com/Arturo-Intel/06497416/" rel="nofollow noopener" target="_blank"&gt;&lt;SPAN class="text-box-trim-both"&gt;https://github.com/Arturo-Intel/06497416/&lt;/SPAN&gt;&lt;/A&gt;&lt;BUTTON class="reset interactable select-none [-webkit-user-drag:none] outline-none font-semimedium transition-[background-color,border-color,transform,color,opacity] duration-300 ease-out font-sans text-center items-center justify-center leading-loose whitespace-nowrap disabled:cursor-default disabled:opacity-50 data-[state=open]:text-foreground data-[state=open]:bg-quiet h-6 text-xs cursor-pointer origin-center active:scale-[0.97] active:duration-150 active:ease-outExpo inline-flex rounded-full aspect-square p-0 aspect-[9/8] text-quiet hover:text-foreground hover:bg-quiet" type="button" aria-label="Copy" data-state="closed"&gt;&lt;/BUTTON&gt;&lt;/P&gt;
&lt;P class="my-2 [&amp;amp;+p]:mt-4 [&amp;amp;_strong:has(+br)]:inline-block [&amp;amp;_strong:has(+br)]:align-top"&gt;So far, I have not been able to reproduce the reported difference between the &lt;CODE&gt;mix(..., 0.75)&lt;/CODE&gt; and &lt;CODE&gt;mix(..., clamp01(0.75))&lt;/CODE&gt; paths in this harness on the Intel systems I tested.&lt;/P&gt;
&lt;P class="my-2 [&amp;amp;+p]:mt-4 [&amp;amp;_strong:has(+br)]:inline-block [&amp;amp;_strong:has(+br)]:align-top"&gt;Given that, the next useful step is to move away from approximating the shader by hand and instead capture the &lt;STRONG&gt;exact final fragment shader source&lt;/STRONG&gt; and the &lt;STRONG&gt;exact failing permutation&lt;/STRONG&gt; from the real application on the affected Intel device. In other words, the most helpful data would be the fully preprocessed GLSL text and the exact set of active &lt;CODE&gt;#define&lt;/CODE&gt;s and settings when the issue appears.&lt;/P&gt;
&lt;P class="my-2 [&amp;amp;+p]:mt-4 [&amp;amp;_strong:has(+br)]:inline-block [&amp;amp;_strong:has(+br)]:align-top"&gt;If possible, could you obtain this from your side? One practical way to do that is with &lt;STRONG&gt;RenderDoc&lt;/STRONG&gt;, by capturing a frame on the affected system and inspecting the shader source used for the failing draw call. If available, it would be very helpful to share:&lt;/P&gt;
&lt;UL class="marker:text-quiet list-disc pl-8"&gt;
&lt;LI class="py-0 my-0 prose-p:pt-0 prose-p:mb-2 prose-p:my-0 [&amp;amp;&amp;gt;p]:pt-0 [&amp;amp;&amp;gt;p]:mb-2 [&amp;amp;&amp;gt;p]:my-0"&gt;
&lt;P class="my-2 [&amp;amp;+p]:mt-4 [&amp;amp;_strong:has(+br)]:inline-block [&amp;amp;_strong:has(+br)]:align-top"&gt;The full fragment shader source actually submitted for the failing permutation,&lt;/P&gt;
&lt;/LI&gt;
&lt;LI class="py-0 my-0 prose-p:pt-0 prose-p:mb-2 prose-p:my-0 [&amp;amp;&amp;gt;p]:pt-0 [&amp;amp;&amp;gt;p]:mb-2 [&amp;amp;&amp;gt;p]:my-0"&gt;
&lt;P class="my-2 [&amp;amp;+p]:mt-4 [&amp;amp;_strong:has(+br)]:inline-block [&amp;amp;_strong:has(+br)]:align-top"&gt;The associated define/configuration set,&lt;/P&gt;
&lt;/LI&gt;
&lt;LI class="py-0 my-0 prose-p:pt-0 prose-p:mb-2 prose-p:my-0 [&amp;amp;&amp;gt;p]:pt-0 [&amp;amp;&amp;gt;p]:mb-2 [&amp;amp;&amp;gt;p]:my-0"&gt;
&lt;P class="my-2 [&amp;amp;+p]:mt-4 [&amp;amp;_strong:has(+br)]:inline-block [&amp;amp;_strong:has(+br)]:align-top"&gt;The GPU model and driver version,&lt;/P&gt;
&lt;/LI&gt;
&lt;LI class="py-0 my-0 prose-p:pt-0 prose-p:mb-2 prose-p:my-0 [&amp;amp;&amp;gt;p]:pt-0 [&amp;amp;&amp;gt;p]:mb-2 [&amp;amp;&amp;gt;p]:my-0"&gt;
&lt;P class="my-2 [&amp;amp;+p]:mt-4 [&amp;amp;_strong:has(+br)]:inline-block [&amp;amp;_strong:has(+br)]:align-top"&gt;Any relevant runtime inputs, such as material ID or key uniform values.&lt;/P&gt;
&lt;/LI&gt;
&lt;/UL&gt;
&lt;P class="my-2 [&amp;amp;+p]:mt-4 [&amp;amp;_strong:has(+br)]:inline-block [&amp;amp;_strong:has(+br)]:align-top"&gt;Having that exact shader and permutation from the affected system would make it much more likely that we can turn this into a reliable repro and investigate the behavior further.&lt;/P&gt;
&lt;P class="my-2 [&amp;amp;+p]:mt-4 [&amp;amp;_strong:has(+br)]:inline-block [&amp;amp;_strong:has(+br)]:align-top"&gt;I will try to get this from my side too, but I think it will be faster from your side,&lt;/P&gt;
&lt;P class="my-2 [&amp;amp;+p]:mt-4 [&amp;amp;_strong:has(+br)]:inline-block [&amp;amp;_strong:has(+br)]:align-top"&gt;r2&lt;/P&gt;</description>
      <pubDate>Thu, 16 Jul 2026 18:49:29 GMT</pubDate>
      <guid>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-mix-function-not-working-correctly-with-Minecraft-shaders/m-p/1754123#M3022</guid>
      <dc:creator>Arturo_Intel</dc:creator>
      <dc:date>2026-07-16T18:49:29Z</dc:date>
    </item>
    <item>
      <title>Re: OpenGL mix() function not working correctly with Minecraft shaders.</title>
      <link>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-mix-function-not-working-correctly-with-Minecraft-shaders/m-p/1754128#M3023</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 took two captures of the same scene&lt;BR /&gt;&lt;BR /&gt;1. Capture with the issue present:&amp;nbsp;&lt;A href="https://drive.google.com/file/d/1sPyS5qd8b0pjS67hggy_lRhkF_HkTzUN/view?usp=sharing" target="_self"&gt;link&lt;/A&gt;&amp;nbsp;&lt;BR /&gt;&lt;BR /&gt;2. Capture with the workaround (issue "fixed"): &lt;A href="https://drive.google.com/file/d/1HnHMRM1wPzJRXumsDiXuFUnN0jJbqWeQ/view?usp=sharing" target="_self"&gt;link&lt;/A&gt;&lt;BR /&gt;&lt;BR /&gt;The two captures should be nearly identical. But not exactly, given that some time has passed between the captured frames.&lt;BR /&gt;&lt;BR /&gt;In both cases the problematic event has the EID 856&lt;BR /&gt;&lt;BR /&gt;I have the decompiled (?) GLSL from during that drawcall (via the RenderDoc debug feature):&amp;nbsp;&lt;A href="https://drive.google.com/file/d/1VqhQypZEExkKkvfRvNiGUPW6eISWuZj6/view?usp=sharing" target="_self"&gt;link&lt;/A&gt;&amp;nbsp;&lt;BR /&gt;I don't know if it's useful.&lt;BR /&gt;&lt;BR /&gt;It's interesting that, by following the code line after line using the debug feature, both captures reach the same result. So the debugger isn't able to reproduce the issue.&lt;BR /&gt;&lt;BR /&gt;&lt;BR /&gt;&lt;/P&gt;</description>
      <pubDate>Thu, 16 Jul 2026 20:07:35 GMT</pubDate>
      <guid>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-mix-function-not-working-correctly-with-Minecraft-shaders/m-p/1754128#M3023</guid>
      <dc:creator>djmrFunnyMan</dc:creator>
      <dc:date>2026-07-16T20:07:35Z</dc:date>
    </item>
    <item>
      <title>Re: OpenGL mix() function not working correctly with Minecraft shaders.</title>
      <link>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-mix-function-not-working-correctly-with-Minecraft-shaders/m-p/1754135#M3024</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 took two more captures.&lt;BR /&gt;&lt;BR /&gt;In those I turned off as many settings as possible to reduce the amount of code. And also used a slightly different reproduction method.&lt;BR /&gt;&lt;BR /&gt;1. Capture with the issue present: &lt;A href="https://drive.google.com/file/d/1Tdc8wPH8R6oVFpDjm-AoURQObmA-sbHC/view?usp=sharing" target="_self"&gt;link&lt;/A&gt;&lt;BR /&gt;&lt;BR /&gt;2. Capture with the workaround: &lt;A href="https://drive.google.com/file/d/1JomdKEHLxBRbNDvFeNUPPe64OvtG5G2p/view?usp=sharing" target="_self"&gt;link&lt;/A&gt;&lt;BR /&gt;&lt;BR /&gt;This time the event has EID of 887 in both captures.&lt;/P&gt;</description>
      <pubDate>Thu, 16 Jul 2026 21:00:10 GMT</pubDate>
      <guid>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-mix-function-not-working-correctly-with-Minecraft-shaders/m-p/1754135#M3024</guid>
      <dc:creator>djmrFunnyMan</dc:creator>
      <dc:date>2026-07-16T21:00:10Z</dc:date>
    </item>
    <item>
      <title>Re: OpenGL mix() function not working correctly with Minecraft shaders.</title>
      <link>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-mix-function-not-working-correctly-with-Minecraft-shaders/m-p/1754138#M3025</link>
      <description>&lt;P&gt;Also my GPU is the B580 with the latest driver version (32.0.101.861)&lt;/P&gt;</description>
      <pubDate>Thu, 16 Jul 2026 21:10:45 GMT</pubDate>
      <guid>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-mix-function-not-working-correctly-with-Minecraft-shaders/m-p/1754138#M3025</guid>
      <dc:creator>djmrFunnyMan</dc:creator>
      <dc:date>2026-07-16T21:10:45Z</dc:date>
    </item>
    <item>
      <title>Re: OpenGL mix() function not working correctly with Minecraft shaders.</title>
      <link>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-mix-function-not-working-correctly-with-Minecraft-shaders/m-p/1754139#M3026</link>
      <description>&lt;P&gt;8861 not&amp;nbsp;861&lt;/P&gt;</description>
      <pubDate>Thu, 16 Jul 2026 21:11:29 GMT</pubDate>
      <guid>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-mix-function-not-working-correctly-with-Minecraft-shaders/m-p/1754139#M3026</guid>
      <dc:creator>djmrFunnyMan</dc:creator>
      <dc:date>2026-07-16T21:11:29Z</dc:date>
    </item>
    <item>
      <title>Re: OpenGL mix() function not working correctly with Minecraft shaders.</title>
      <link>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-mix-function-not-working-correctly-with-Minecraft-shaders/m-p/1754147#M3027</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;This misunderstanding is once again present in your repository README at&amp;nbsp;&lt;A href="https://github.com/Arturo-Intel/06497416/" target="_blank"&gt;https://github.com/Arturo-Intel/06497416/&lt;/A&gt;&lt;BR /&gt;&lt;BR /&gt;So once more for clarity. The direct call is what miscompiles. Using the helper function is a workaround to produce correct results.&lt;/P&gt;</description>
      <pubDate>Thu, 16 Jul 2026 22:01:21 GMT</pubDate>
      <guid>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-mix-function-not-working-correctly-with-Minecraft-shaders/m-p/1754147#M3027</guid>
      <dc:creator>djmrFunnyMan</dc:creator>
      <dc:date>2026-07-16T22:01:21Z</dc:date>
    </item>
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