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godot/servers/rendering/renderer_rd/forward_mobile
clayjohn 51fd44318f Avoid default fallback material when using world_vertex_coords
This avoids z-fighting between the opaque shader and the depth prepass shader

(cherry picked from commit 04846c1d6d)
2023-10-24 19:00:16 +02:00
..
2021-05-03 21:54:11 +10:00