 #endif
 			blur_shadow(shadow);
 
-			light_compute(normal, directional_lights.data[i].direction, normalize(view), 0.0, directional_lights.data[i].color * directional_lights.data[i].energy, shadow, f0, orms, 1.0,
+			light_compute(normal, directional_lights.data[i].direction, normalize(view), 0.0, directional_lights.data[i].color * directional_lights.data[i].energy, shadow, f0, orms, 1.0, albedo, alpha,
 #ifdef LIGHT_BACKLIGHT_USED
 					backlight,
 #endif

#endif
*/
#ifdef LIGHT_RIM_USED
					rim, rim_tint, albedo,
#endif
#ifdef LIGHT_CLEARCOAT_USED
					clearcoat, clearcoat_gloss,

#endif
#ifdef USE_SOFT_SHADOW
					directional_lights.data[i].size,
#endif
					diffuse_light,
					specular_light);
