diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp index 11975c1a75c..198160939af 100644 --- a/drivers/gles3/rasterizer_canvas_gles3.cpp +++ b/drivers/gles3/rasterizer_canvas_gles3.cpp @@ -629,8 +629,6 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou state.canvas_instance_batches[state.current_batch_index].material_data = material_data; if (shader_data_cache) { state.canvas_instance_batches[state.current_batch_index].vertex_input_mask = shader_data_cache->vertex_input_mask; - } else { - state.canvas_instance_batches[state.current_batch_index].vertex_input_mask = RS::ARRAY_FORMAT_VERTEX | RS::ARRAY_COLOR | RS::ARRAY_TEX_UV; } } diff --git a/drivers/gles3/rasterizer_canvas_gles3.h b/drivers/gles3/rasterizer_canvas_gles3.h index 2b70df32383..88befa7883a 100644 --- a/drivers/gles3/rasterizer_canvas_gles3.h +++ b/drivers/gles3/rasterizer_canvas_gles3.h @@ -269,7 +269,7 @@ public: RID material; GLES3::CanvasMaterialData *material_data = nullptr; CanvasShaderGLES3::ShaderVariant shader_variant = CanvasShaderGLES3::MODE_QUAD; - uint64_t vertex_input_mask; + uint64_t vertex_input_mask = RS::ARRAY_FORMAT_VERTEX | RS::ARRAY_FORMAT_COLOR | RS::ARRAY_FORMAT_TEX_UV; const Item::Command *command = nullptr; Item::Command::Type command_type = Item::Command::TYPE_ANIMATION_SLICE; // Can default to any type that doesn't form a batch. diff --git a/drivers/gles3/storage/material_storage.cpp b/drivers/gles3/storage/material_storage.cpp index 5600449d005..23376b4381a 100644 --- a/drivers/gles3/storage/material_storage.cpp +++ b/drivers/gles3/storage/material_storage.cpp @@ -2607,7 +2607,7 @@ void CanvasShaderData::set_code(const String &p_code) { MaterialStorage::get_singleton()->shaders.canvas_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines, texture_uniform_data); ERR_FAIL_COND(!MaterialStorage::get_singleton()->shaders.canvas_shader.version_is_valid(version)); - vertex_input_mask = RS::ARRAY_FORMAT_VERTEX | RS::ARRAY_COLOR | RS::ARRAY_TEX_UV; + vertex_input_mask = RS::ARRAY_FORMAT_VERTEX | RS::ARRAY_FORMAT_COLOR | RS::ARRAY_FORMAT_TEX_UV; vertex_input_mask |= uses_custom0 << RS::ARRAY_CUSTOM0; vertex_input_mask |= uses_custom1 << RS::ARRAY_CUSTOM1;