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-rw-r--r--servers/rendering/rendering_server_default.h1
-rw-r--r--servers/rendering/shader_types.cpp1
2 files changed, 0 insertions, 2 deletions
diff --git a/servers/rendering/rendering_server_default.h b/servers/rendering/rendering_server_default.h
index ee684c69ed..54fd897a77 100644
--- a/servers/rendering/rendering_server_default.h
+++ b/servers/rendering/rendering_server_default.h
@@ -259,7 +259,6 @@ public:
command_queue.push(RSG::storage, &RendererStorage::mesh_initialize, mesh);
command_queue.push(RSG::storage, &RendererStorage::mesh_set_blend_shape_count, mesh, p_blend_shape_count);
for (int i = 0; i < p_surfaces.size(); i++) {
- RSG::storage->mesh_add_surface(mesh, p_surfaces[i]);
command_queue.push(RSG::storage, &RendererStorage::mesh_add_surface, mesh, p_surfaces[i]);
}
}
diff --git a/servers/rendering/shader_types.cpp b/servers/rendering/shader_types.cpp
index 9ae60c14cb..b8bb211a7a 100644
--- a/servers/rendering/shader_types.cpp
+++ b/servers/rendering/shader_types.cpp
@@ -435,7 +435,6 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_FOG].functions["fog"].built_ins["OBJECT_POSITION"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RS::SHADER_FOG].functions["fog"].built_ins["UVW"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RS::SHADER_FOG].functions["fog"].built_ins["EXTENTS"] = constt(ShaderLanguage::TYPE_VEC3);
- shader_modes[RS::SHADER_FOG].functions["fog"].built_ins["TRANSFORM"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RS::SHADER_FOG].functions["fog"].built_ins["SDF"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RS::SHADER_FOG].functions["fog"].built_ins["ALBEDO"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RS::SHADER_FOG].functions["fog"].built_ins["DENSITY"] = ShaderLanguage::TYPE_FLOAT;