diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 5a1c6c15218f..f2453d08edbd 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -1628,7 +1628,7 @@ void main() { #ifdef LIGHT_USE_PSSM_BLEND directional_shadow2 = shadow2; - pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z); + pssm_blend = smoothstep(light_split_offsets.x - light_split_offsets.x * 0.1, light_split_offsets.x, depth_z); #endif } else { directional_shadow = shadow2; @@ -1672,7 +1672,7 @@ void main() { #ifdef LIGHT_USE_PSSM_BLEND directional_shadow2 = shadow2; - pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z); + pssm_blend = smoothstep(light_split_offsets.x - light_split_offsets.x * 0.1, light_split_offsets.x, depth_z); #endif } else { directional_shadow = shadow2; @@ -1680,7 +1680,7 @@ void main() { #ifdef LIGHT_USE_PSSM_BLEND directional_shadow2 = shadow3; - pssm_blend = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z); + pssm_blend = smoothstep(light_split_offsets.y - light_split_offsets.y * 0.1, light_split_offsets.y, depth_z); #endif } } else { @@ -1689,7 +1689,7 @@ void main() { #if defined(LIGHT_USE_PSSM_BLEND) directional_shadow2 = shadow4; - pssm_blend = smoothstep(light_split_offsets.y, light_split_offsets.z, depth_z); + pssm_blend = smoothstep(light_split_offsets.z - light_split_offsets.z * 0.1, light_split_offsets.z, depth_z); #endif } else {