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A FLAT_SHADE input without pass-through that a pixel shader reads through v_interp_mov_f32 P20 and not P10 stayed an explicit per-vertex input and read vertex 2 minus vertex 0. For a flat value that is the same on every vertex the difference is 0, and with the first provoking vertex nothing refused it. ps5-opengl lowers every flat input to a load of one vertex: vertex 1 (P10) by default, which #4030 reads as the provoking vertex, and vertex 2 (P20) for triangles when GL's flatshade_first is set. SuperTuxKart's deferred point lights are drawn that way, so all twelve flat inputs of pointlight.frag read 0, the attenuation 0 * -inf was NaN, nothing was discarded, and the starting-line referee's light quad blacked out the scene behind it (#8364). A P20-only read now returns the provoking vertex's value, as P10 and P0 do. The lane was not measured on the console either, so FragmentParameter records it and a pipeline using the last provoking vertex throws. An input read through both P10 and P20 keeps its per-vertex differences. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>