Fixed shadow fade and zfar computation as it was breaking shadow border filtering.
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@ -80,7 +80,7 @@ void main(){
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#endif
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#ifdef FADE
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shadow = max(0.0,mix(shadow,1.0,(shadowPosition - m_FadeInfo.x) * m_FadeInfo.y));
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shadow = max(0.0, mix(shadow, 1.0, max(0.0, (shadowPosition - m_FadeInfo.x) * m_FadeInfo.y)));
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#endif
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shadow = shadow * m_ShadowIntensity + (1.0 - m_ShadowIntensity);
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