diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index b6b0cc40a9..10a5d9f975 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -2026,9 +2026,7 @@ void main() { #ifdef PREMUL_ALPHA_USED float premul_alpha = 1.0; #endif // PREMUL_ALPHA_USED -#ifndef FOG_DISABLED vec4 fog = vec4(0.0); -#endif // !FOG_DISABLED #if defined(CUSTOM_RADIANCE_USED) vec4 custom_radiance = vec4(0.0); #endif diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl index 4b66ac7426..09505902f4 100644 --- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl @@ -1237,9 +1237,7 @@ void fragment_shader(in SceneData scene_data) { float anisotropy = 0.0; vec2 anisotropy_flow = vec2(1.0, 0.0); vec3 energy_compensation = vec3(1.0); -#ifndef FOG_DISABLED vec4 fog = vec4(0.0, 0.0, 0.0, 1.0); -#endif // !FOG_DISABLED #if defined(CUSTOM_RADIANCE_USED) vec4 custom_radiance = vec4(0.0); #endif diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl index a11de549d3..c1abc32ef8 100644 --- a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl @@ -1155,9 +1155,7 @@ void main() { #ifdef PREMUL_ALPHA_USED float premul_alpha_highp = 1.0; #endif -#ifndef FOG_DISABLED vec4 fog_highp = vec4(0.0); -#endif // !FOG_DISABLED #if defined(CUSTOM_RADIANCE_USED) vec4 custom_radiance_highp = vec4(0.0); #endif @@ -1296,9 +1294,7 @@ void main() { #ifdef PREMUL_ALPHA_USED half premul_alpha = half(premul_alpha_highp); #endif -#ifndef FOG_DISABLED hvec4 fog = hvec4(fog_highp); -#endif #ifdef CUSTOM_RADIANCE_USED hvec4 custom_radiance = hvec4(custom_radiance_highp); #endif