 		} else {
 			highp vec4 splane=(shadow_matrix4 * vec4(vertex,1.0));
 			pssm_coord=splane.xyz/splane.w;
+			pssm_fade = smoothstep(shadow_split_offsets.z,shadow_split_offsets.w,gl_FragCoord.w);
 
 #if defined(LIGHT_USE_PSSM_BLEND)
 			use_blend=false;


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


	}

	if (gl_FragCoord.w > shadow_split_offsets.w) {

	vec3 pssm_coord;
	float pssm_fade=0.0;

#ifdef LIGHT_USE_PSSM_BLEND
	float pssm_blend;
