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Fix some issues found by cppcheck.
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@@ -3865,7 +3865,7 @@ void RendererSceneRenderRD::FogShaderData::set_code(const String &p_code) {
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actions.uniforms = &uniforms;
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RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
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RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
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Error err = scene_singleton->volumetric_fog.compiler.compile(RS::SHADER_FOG, code, &actions, path, gen_code);
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ERR_FAIL_COND_MSG(err != OK, "Fog shader compilation failed.");
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@@ -3966,7 +3966,7 @@ Variant RendererSceneRenderRD::FogShaderData::get_default_parameter(const String
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}
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RS::ShaderNativeSourceCode RendererSceneRenderRD::FogShaderData::get_native_source_code() const {
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RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
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RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
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return scene_singleton->volumetric_fog.shader.version_get_native_source_code(version);
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}
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@@ -3976,7 +3976,7 @@ RendererSceneRenderRD::FogShaderData::FogShaderData() {
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}
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RendererSceneRenderRD::FogShaderData::~FogShaderData() {
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RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
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RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
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ERR_FAIL_COND(!scene_singleton);
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//pipeline variants will clear themselves if shader is gone
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if (version.is_valid()) {
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@@ -3988,7 +3988,7 @@ RendererSceneRenderRD::FogShaderData::~FogShaderData() {
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// Fog material
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bool RendererSceneRenderRD::FogMaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
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RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
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RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
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uniform_set_updated = true;
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@@ -4276,7 +4276,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
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FogMaterialData *material = nullptr;
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if (fog_material.is_valid()) {
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material = (FogMaterialData *)material_storage->material_get_data(fog_material, RendererRD::SHADER_TYPE_FOG);
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material = static_cast<FogMaterialData *>(material_storage->material_get_data(fog_material, RendererRD::SHADER_TYPE_FOG));
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if (!material || !material->shader_data->valid) {
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material = nullptr;
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}
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@@ -4284,7 +4284,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
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if (!material) {
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fog_material = volumetric_fog.default_material;
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material = (FogMaterialData *)material_storage->material_get_data(fog_material, RendererRD::SHADER_TYPE_FOG);
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material = static_cast<FogMaterialData *>(material_storage->material_get_data(fog_material, RendererRD::SHADER_TYPE_FOG));
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}
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ERR_FAIL_COND(!material);
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@@ -5732,7 +5732,7 @@ void fog() {
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material_storage->material_initialize(volumetric_fog.default_material);
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material_storage->material_set_shader(volumetric_fog.default_material, volumetric_fog.default_shader);
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FogMaterialData *md = (FogMaterialData *)material_storage->material_get_data(volumetric_fog.default_material, RendererRD::SHADER_TYPE_FOG);
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FogMaterialData *md = static_cast<FogMaterialData *>(material_storage->material_get_data(volumetric_fog.default_material, RendererRD::SHADER_TYPE_FOG));
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volumetric_fog.default_shader_rd = volumetric_fog.shader.version_get_shader(md->shader_data->version, 0);
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Vector<RD::Uniform> uniforms;
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