I have a fragment shader for which changing:
color = vec3(1.0, 0.1, 0.1) * diffuse;
color = vec3(1.0, 0.1, 0.1) * (false ? mix(targetDepth, time, false) : diffuse);
causes a dramatic change in what is rendered. However, I would have expected this change to have no effect since (false ? ... : diffuse) should evaluate to diffuse.
To reproduce the issue, rename geexlab.txt (attached) to geexlab.xml and load it in GeeXLab. The file as is should render something similar to good.png (attached). This is the expected behaviour of the shader, which originates from here:
Changing line 99 of geexlab.xml to line 101 should render something similar to bad.png (attached), which is dramatically different.
I am using Iris Graphics 6100, driver version 220.127.116.1152, under Windows 10.
Are others able to reproduce this issue?