Varying mismatch causing shaders to fail.
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@ -728,7 +728,7 @@ void SceneShaderForwardClustered::init(const String p_defines) {
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actions.base_texture_binding_index = 1;
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actions.texture_layout_set = RenderForwardClustered::MATERIAL_UNIFORM_SET;
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actions.base_uniform_string = "material.";
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actions.base_varying_index = 11;
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actions.base_varying_index = 12;
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actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
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actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
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