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Remove selective shader baking.
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@@ -222,15 +222,6 @@ void Fog::init_fog_shader(uint32_t p_max_directional_lights, int p_roughness_lay
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} else {
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volumetric_fog.shader.set_variant_enabled(0, false);
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}
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// Always bake default (with image atomics) variant.
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volumetric_fog.shader.set_variants_bake_for(0, "*", true, true);
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// Bake no "image atomics" variant for macOS/iOS (Vulkan and Metal) and visionOS (Metal).
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volumetric_fog.shader.set_variants_bake_for(1, "macos_forward_clustered_vulkan", true, false);
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volumetric_fog.shader.set_variants_bake_for(1, "macos_forward_clustered_metal", true, false);
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volumetric_fog.shader.set_variants_bake_for(1, "ios_forward_clustered_vulkan", true, false);
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volumetric_fog.shader.set_variants_bake_for(1, "ios_forward_clustered_metal", true, false);
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volumetric_fog.shader.set_variants_bake_for(1, "visionos_forward_clustered_metal", true, false);
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material_storage->shader_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_FOG, _create_fog_shader_funcs);
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material_storage->material_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_FOG, _create_fog_material_funcs);
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@@ -333,15 +324,6 @@ ALBEDO = vec3(1.0);
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} else {
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volumetric_fog.process_shader.set_variant_enabled(i, false);
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}
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// Always bake default (with image atomics) variant.
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volumetric_fog.process_shader.set_variants_bake_for(i, "*", true, true);
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// Bake no "image atomics" variant for macOS/iOS (Vulkan and Metal) and visionOS (Metal) only.
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volumetric_fog.process_shader.set_variants_bake_for(i + VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_MAX, "macos_forward_clustered_vulkan", true, false);
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volumetric_fog.process_shader.set_variants_bake_for(i + VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_MAX, "macos_forward_clustered_metal", true, false);
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volumetric_fog.process_shader.set_variants_bake_for(i + VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_MAX, "ios_forward_clustered_vulkan", true, false);
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volumetric_fog.process_shader.set_variants_bake_for(i + VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_MAX, "ios_forward_clustered_metal", true, false);
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volumetric_fog.process_shader.set_variants_bake_for(i + VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_MAX, "visionos_forward_clustered_metal", true, false);
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}
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volumetric_fog.process_shader_version = volumetric_fog.process_shader.version_create();
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