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@@ -643,7 +643,7 @@ void SceneShaderForwardMobile::init(const String p_defines) {
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default_shader = material_storage->shader_allocate();
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material_storage->shader_initialize(default_shader);
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material_storage->shader_set_code(default_shader, R"(
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-// Default 3D material shader (mobile).
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+// Default 3D material shader (Mobile).
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shader_type spatial;
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@@ -673,11 +673,11 @@ void fragment() {
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material_storage->shader_initialize(overdraw_material_shader);
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// Use relatively low opacity so that more "layers" of overlapping objects can be distinguished.
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material_storage->shader_set_code(overdraw_material_shader, R"(
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-// 3D editor Overdraw debug draw mode shader (mobile).
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+// 3D editor Overdraw debug draw mode shader (Mobile).
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shader_type spatial;
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-render_mode blend_add, unshaded;
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+render_mode blend_add, unshaded, fog_disabled;
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void fragment() {
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ALBEDO = vec3(0.4, 0.8, 0.8);
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@@ -698,11 +698,11 @@ void fragment() {
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material_storage->shader_initialize(debug_shadow_splits_material_shader);
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// Use relatively low opacity so that more "layers" of overlapping objects can be distinguished.
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material_storage->shader_set_code(debug_shadow_splits_material_shader, R"(
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-// 3D debug shadow splits mode shader(mobile).
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+// 3D debug shadow splits mode shader (Mobile).
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shader_type spatial;
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-render_mode debug_shadow_splits;
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+render_mode debug_shadow_splits, fog_disabled;
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void fragment() {
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ALBEDO = vec3(1.0, 1.0, 1.0);
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