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@@ -148,8 +148,7 @@ layout(std140) uniform DirectionalLightData { //ubo:3
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mediump vec4 shadow_split_offsets;
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mediump float fade_from;
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- mediump float fade_to;
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- mediump vec2 pad;
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+ mediump vec3 pad;
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};
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#endif //ubershader-skip
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@@ -848,8 +847,7 @@ layout(std140) uniform DirectionalLightData {
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mediump vec4 shadow_split_offsets;
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mediump float fade_from;
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- mediump float fade_to;
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- mediump vec2 pad;
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+ mediump vec3 pad;
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};
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uniform highp sampler2DShadow directional_shadow; // texunit:-5
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@@ -2292,7 +2290,7 @@ FRAGMENT_SHADER_CODE
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shadow = min(shadow, contact_shadow);
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}
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#endif //ubershader-runtime
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- float pssm_fade = smoothstep(fade_from, fade_to, vertex.z);
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+ float pssm_fade = smoothstep(fade_from, -shadow_split_offsets.w, vertex.z);
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light_attenuation = mix(mix(shadow_color_contact.rgb, vec3(1.0), shadow), vec3(1.0), pssm_fade);
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}
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