@@ -1798,7 +1798,7 @@ void fragment_shader(in SceneData scene_data) {
shadow = float(shadow1 >> ((i - 4u) * 8u) & 0xFFu) / 255.0;
}
- shadow = shadow * directional_lights.data[i].shadow_opacity + 1.0 - directional_lights.data[i].shadow_opacity;
+ shadow = mix(1.0, shadow, directional_lights.data[i].shadow_opacity);
#endif
blur_shadow(shadow);
@@ -1515,6 +1515,8 @@ void main() {
} else {
shadow = float(shadow1 >> ((i - 4) * 8) & 0xFF) / 255.0;
+