 	if (gl_FragCoord.w > shadow_split_offsets.w) {
 
 	vec3 pssm_coord;
+	float pssm_fade=0.0;
 
 #ifdef LIGHT_USE_PSSM_BLEND
 	float pssm_blend;

		} else {
			highp vec4 splane=(shadow_matrix4 * vec4(vertex,1.0));
			pssm_coord=splane.xyz/splane.w;

#if defined(LIGHT_USE_PSSM_BLEND)
			use_blend=false;


	}
#endif
	light_attenuation=mix(mix(shadow_color_contact.rgb,vec3(1.0),shadow),vec3(1.0),pssm_fade);


	}
