diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl index 30f7c6fa29..2a5f6350c1 100644 --- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl @@ -1079,7 +1079,7 @@ layout(location = 2) out vec2 motion_vector; vec4 volumetric_fog_process(vec2 screen_uv, float z) { vec3 fog_pos = vec3(screen_uv, z * implementation_data.volumetric_fog_inv_length); if (fog_pos.z < 0.0) { - return vec4(0.0); + return vec4(0.0, 0.0, 0.0, 1.0); } else if (fog_pos.z < 1.0) { fog_pos.z = pow(fog_pos.z, implementation_data.volumetric_fog_detail_spread); }