diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 5a1c6c15218f..e0f8e83373a8 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -1615,7 +1615,6 @@ void main() { float directional_shadow = 1.0; if (depth_z < light_split_offsets.y) { - float pssm_fade = 0.0; #ifdef LIGHT_USE_PSSM_BLEND float directional_shadow2 = 1.0; @@ -1623,7 +1622,6 @@ void main() { bool use_blend = true; #endif if (depth_z < light_split_offsets.x) { - float pssm_fade = 0.0; directional_shadow = shadow1; #ifdef LIGHT_USE_PSSM_BLEND @@ -1632,7 +1630,6 @@ void main() { #endif } else { directional_shadow = shadow2; - pssm_fade = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z); #ifdef LIGHT_USE_PSSM_BLEND use_blend = false; #endif @@ -1642,7 +1639,6 @@ void main() { directional_shadow = mix(directional_shadow, directional_shadow2, pssm_blend); } #endif - directional_shadow = mix(directional_shadow, 1.0, pssm_fade); } #endif //LIGHT_USE_PSSM2 @@ -1658,7 +1654,6 @@ void main() { float directional_shadow = 1.0; if (depth_z < light_split_offsets.w) { - float pssm_fade = 0.0; #ifdef LIGHT_USE_PSSM_BLEND float directional_shadow2 = 1.0; @@ -1694,7 +1689,6 @@ void main() { } else { directional_shadow = shadow4; - pssm_fade = smoothstep(light_split_offsets.z, light_split_offsets.w, depth_z); #if defined(LIGHT_USE_PSSM_BLEND) use_blend = false; @@ -1706,7 +1700,6 @@ void main() { directional_shadow = mix(directional_shadow, directional_shadow2, pssm_blend); } #endif - directional_shadow = mix(directional_shadow, 1.0, pssm_fade); } #endif //LIGHT_USE_PSSM4