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@@ -546,11 +546,9 @@ SceneShaderForwardClustered::~SceneShaderForwardClustered() {
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RD::get_singleton()->free(default_vec4_xform_buffer);
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RD::get_singleton()->free(shadow_sampler);
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- storage->free(wireframe_material_shader);
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storage->free(overdraw_material_shader);
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storage->free(default_shader);
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- storage->free(wireframe_material);
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storage->free(overdraw_material);
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storage->free(default_material);
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}
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@@ -775,6 +773,9 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
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MaterialData *md = (MaterialData *)storage->material_get_data(default_material, RendererStorageRD::SHADER_TYPE_3D);
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default_shader_rd = shader.version_get_shader(md->shader_data->version, SHADER_VERSION_COLOR_PASS);
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default_shader_sdfgi_rd = shader.version_get_shader(md->shader_data->version, SHADER_VERSION_DEPTH_PASS_WITH_SDF);
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+
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+ default_material_shader_ptr = md->shader_data;
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+ default_material_uniform_set = md->uniform_set;
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}
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{
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@@ -785,12 +786,9 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
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storage->material_initialize(overdraw_material);
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storage->material_set_shader(overdraw_material, overdraw_material_shader);
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- wireframe_material_shader = storage->shader_allocate();
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- storage->shader_initialize(wireframe_material_shader);
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- storage->shader_set_code(wireframe_material_shader, "shader_type spatial;\nrender_mode wireframe,unshaded;\n void fragment() { ALBEDO=vec3(0.0,0.0,0.0); }");
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- wireframe_material = storage->material_allocate();
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- storage->material_initialize(wireframe_material);
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- storage->material_set_shader(wireframe_material, wireframe_material_shader);
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+ MaterialData *md = (MaterialData *)storage->material_get_data(overdraw_material, RendererStorageRD::SHADER_TYPE_3D);
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+ overdraw_material_shader_ptr = md->shader_data;
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+ overdraw_material_uniform_set = md->uniform_set;
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}
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{
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