diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 3f0498746b..e6476bd6b6 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -1694,6 +1694,7 @@ FRAGMENT_SHADER_CODE if (gl_FragCoord.w > shadow_split_offsets.w) { vec3 pssm_coord; + float pssm_fade=0.0; #ifdef LIGHT_USE_PSSM_BLEND float pssm_blend; @@ -1751,6 +1752,7 @@ FRAGMENT_SHADER_CODE } else { highp vec4 splane=(shadow_matrix4 * vec4(vertex,1.0)); pssm_coord=splane.xyz/splane.w; + pssm_fade = smoothstep(shadow_split_offsets.z,shadow_split_offsets.w,gl_FragCoord.w); #if defined(LIGHT_USE_PSSM_BLEND) use_blend=false; @@ -1782,6 +1784,7 @@ FRAGMENT_SHADER_CODE } else { highp vec4 splane=(shadow_matrix2 * vec4(vertex,1.0)); pssm_coord=splane.xyz/splane.w; + pssm_fade = smoothstep(shadow_split_offsets.x,shadow_split_offsets.y,gl_FragCoord.w); #if defined(LIGHT_USE_PSSM_BLEND) use_blend=false; @@ -1818,7 +1821,7 @@ FRAGMENT_SHADER_CODE } #endif - light_attenuation=mix(shadow_color_contact.rgb,vec3(1.0),shadow); + light_attenuation=mix(mix(shadow_color_contact.rgb,vec3(1.0),shadow),vec3(1.0),pssm_fade); }