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-rw-r--r--servers/rendering/renderer_rd/shaders/gi.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl2
3 files changed, 1 insertions, 7 deletions
diff --git a/servers/rendering/renderer_rd/shaders/gi.glsl b/servers/rendering/renderer_rd/shaders/gi.glsl
index 60c881881d..5528ea3659 100644
--- a/servers/rendering/renderer_rd/shaders/gi.glsl
+++ b/servers/rendering/renderer_rd/shaders/gi.glsl
@@ -97,12 +97,10 @@ layout(push_constant, binding = 0, std430) uniform Params {
vec4 proj_info;
- vec3 ao_color;
uint max_voxel_gi_instances;
-
bool high_quality_vct;
bool orthogonal;
- uint pad[2];
+ uint pad;
mat3x4 cam_rotation;
}
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
index b53bf6a6d4..b943d81784 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
@@ -209,8 +209,6 @@ layout(set = 1, binding = 0, std140) uniform SceneData {
float roughness_limiter_limit;
uvec2 roughness_limiter_pad;
- vec4 ao_color;
-
mat4 sdf_to_bounds;
ivec3 sdf_offset;
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
index dd8879acb4..eb8fb49598 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
@@ -170,8 +170,6 @@ layout(set = 1, binding = 0, std140) uniform SceneData {
mediump float roughness_limiter_limit;
uvec2 roughness_limiter_pad;
- mediump vec4 ao_color;
-
bool fog_enabled;
highp float fog_density;
highp float fog_height;