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Fog color is inverted if density is exactly 0. This doesn't occur when using the Vulkan Clustered renderer.
The black sky in the screenshots below is an unrelated issue. It likely comes from a division by zero or NaN being produced by the shader – see #66459.
Very low but non-zero density
Zero density
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. Decrease density to 0 using the slider.
Related to #66456 and #66459.
Godot version
4.0.beta (53d2a9a)
System information
Fedora 36, GeForce GTX 1080 (NVIDIA 515.65.01)
Issue description
Fog color is inverted if density is exactly 0. This doesn't occur when using the Vulkan Clustered renderer.
The black sky in the screenshots below is an unrelated issue. It likely comes from a division by zero or NaN being produced by the shader – see #66459.
Very low but non-zero density
Zero density
Steps to reproduce
--single-window
command line argument.Minimal reproduction project
test_opengl_fog_sky_affect.zip
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