When I turn on fog in gamestudio (fog_color = 1;), all my models that have a shader applied turn fully fogged. I found out I can prevent this by outputting a high fog value, or by applying the fog formula from the wiki but I don't want to do fogging at all in some shaders. Is there a better solution to this? Is there some renderstate I can set to bypass the fogging functionality in the rendering pipeline (like those values that you set in a certain pass of a certain technique: cullmode, alphaBlendEnable, etc)?
I plan on using the shader LOD (currently in beta). I think it's pointless to do fogging calculations (costs 5 asm intructions!) in lod0..lod2 because the fog_start will be at like 85% of the cliprange. Putting fog = 10000 costs 1 instruction slot and I like to have my shaders as optimized as possible..