 	} else {
 		highp vec4 splane=(shadow_matrix2 * vec4(vertex,1.0));
 		pssm_coord=splane.xyz/splane.w;
+		pssm_fade = smoothstep(shadow_split_offsets.x,shadow_split_offsets.y,gl_FragCoord.w);
 #if defined(LIGHT_USE_PSSM_BLEND)
 		use_blend=false;
 

	if (gl_FragCoord.w > shadow_split_offsets.w) {

	vec3 pssm_coord;

#ifdef LIGHT_USE_PSSM_BLEND
	float pssm_blend;


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


	}
