minecraft version 1.21.1
fabric loader version 0.19.3
fabric api version 0.116.15+1.21.1
spectrum version 1.10.5
immediatelyfast version 1.6.11+1.21.1
i think its probably related to this commit 4f81ea0 but i could be wrong on that
item draw call with depth test overlay:

depth buffer before item draw call:
depth buffer after item draw call:

(the item sprite are at like depth 0.4725 and the gradient decorations are at like 0.47, u can see it eve naffects the ones that are just borders but it only hides one pixel so its harder 2 notice)
you can see that its happening with any of the items that draw a background gradient (SlotEffect.PULSE in spectrum's code), and i think its because of the depth test, it doesnt rly handle transparency very well. is it rly necessary to have the depth test on for this, it only saves like a few pixels of overdraw doesnt it? and its not on for the inventory
also it doesnt happen in the inventory, only in the hotbar

i think what amkes the difference bt the 2 is that AbstractContainerScreen.render does RenderSystem.disableDepthTest(); while Gui.render does RenderSystem.enableDepthTest(); and it isnt disabled in Gui.renderItemHotbar. idk why it only happens with hud batching tho maybe its like an ordering thing
minecraft version 1.21.1
fabric loader version 0.19.3
fabric api version 0.116.15+1.21.1
spectrum version 1.10.5
immediatelyfast version 1.6.11+1.21.1
i think its probably related to this commit 4f81ea0 but i could be wrong on that
item draw call with depth test overlay:

depth buffer before item draw call:
depth buffer after item draw call:

(the item sprite are at like depth 0.4725 and the gradient decorations are at like 0.47, u can see it eve naffects the ones that are just borders but it only hides one pixel so its harder 2 notice)
you can see that its happening with any of the items that draw a background gradient (SlotEffect.PULSE in spectrum's code), and i think its because of the depth test, it doesnt rly handle transparency very well. is it rly necessary to have the depth test on for this, it only saves like a few pixels of overdraw doesnt it? and its not on for the inventory
also it doesnt happen in the inventory, only in the hotbar

i think what amkes the difference bt the 2 is that
AbstractContainerScreen.renderdoesRenderSystem.disableDepthTest();whileGui.renderdoesRenderSystem.enableDepthTest();and it isnt disabled inGui.renderItemHotbar. idk why it only happens with hud batching tho maybe its like an ordering thing