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Notice how the fog color suddenly changes as I hit 0 on the red, green and blue channels respectively:
out.mp4
This doesn't occur when using the Vulkan Clustered renderer. This hints at a division by zero or NaN being produced by the shader, as fog rendering gets strange colors in general. You can notice a black stripe in the sky which is only visible when fog is enabled, despite #66456.
Steps to reproduce
Switch to the OpenGL driver in the Project Settings.
Make sure to start the editor with single-window mode enabled afterwards. This can be done by enabling Single Window Mode in the Editor Settings before changing the driver, or by opening the project in the editor directly with the --single-windowcommand line argument.
Add a WorldEnvironment node, a Camera3D node and a MeshInstance3D in front of the camera.
Enable fog. Change the color using the color picker slowly towards pure black, by adjusting each channel individually with the sliders.
Related to #66456 and #66462.
Godot version
4.0.beta (53d2a9a)
System information
Fedora 36, GeForce GTX 1080 (NVIDIA 515.65.01)
Issue description
Notice how the fog color suddenly changes as I hit 0 on the red, green and blue channels respectively:
out.mp4
This doesn't occur when using the Vulkan Clustered renderer. This hints at a division by zero or NaN being produced by the shader, as fog rendering gets strange colors in general. You can notice a black stripe in the sky which is only visible when fog is enabled, despite #66456.
Steps to reproduce
--single-window
command line argument.Minimal reproduction project
test_opengl_fog_sky_affect.zip
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