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

	if (gl_FragCoord.w > shadow_split_offsets.w) {

	vec3 pssm_coord;

#ifdef LIGHT_USE_PSSM_BLEND
	float pssm_blend;

		} 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;
