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I have a fragment shader for which changing:
color = vec3(1.0, 0.1, 0.1) * diffuse;
to:
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:
http://glslsandbox.com/e#29059
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 20.19.15.4352, under Windows 10.
Are others able to reproduce this issue?
Thanks
Ally
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Hi Alastair,
I got the ticket filed and let the team know.
-Michael
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Hi Alastair,
This issue is fixed and should be available in the next driver release.
-Michael
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Great stuff, thanks Michael.
Ally
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Michael C. (Intel) wrote:
This issue is fixed and should be available in the next driver release.
Driver v4463 is out.
Looks like you forgot to commit the fixes to the Broadwell branch?
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4463 was released 4/29 before we had a fix for this issue.
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Re-checked with v4474, issue persists
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Hello Michael,,
this is great stuff...thanks Michael.
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Issue still persists with 20.19.15.4501 (8-11-2016)

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