 
     // Find lowest split in range
     const int split_count = GET_SETTING(PSSM, split_count);
-    int split = 999;
+    int split = 99;
     float border_bias = 1 - (1.0 / (1.0 + GET_SETTING(PSSM, border_bias)));
     border_bias *= 0.5;
 

    ivec2 coord = ivec2(gl_FragCoord.xy);
    vec4 scene_color = texelFetch(ShadedScene, coord, 0);

    // Early out, different optimizations
    bool early_out = is_skybox(m, MainSceneData.camera_pos);
    early_out = early_out || sun_vector.z < 0.0;

        return;
    }

    // Variables to accumulate the shadows
    float shadow_factor = 1.0;
    vec3 lighting_result = vec3(0);
