diff --git a/engine/src/core-data/Common/MatDefs/Shadow/PostShadowFilter.frag b/engine/src/core-data/Common/MatDefs/Shadow/PostShadowFilter.frag index a11d73d5b..ec43349fe 100644 --- a/engine/src/core-data/Common/MatDefs/Shadow/PostShadowFilter.frag +++ b/engine/src/core-data/Common/MatDefs/Shadow/PostShadowFilter.frag @@ -59,6 +59,8 @@ void main(){ }else if( shadowPosition < m_Splits.w){ shadowBorderScale = 0.125; shadow = GETSHADOW(m_ShadowMap3, projCoord3); + }else{ + shadow = 1.0; } shadow= shadow * m_ShadowIntensity + (1.0 - m_ShadowIntensity); diff --git a/engine/src/core-data/Common/MatDefs/Shadow/PostShadowFilter15.frag b/engine/src/core-data/Common/MatDefs/Shadow/PostShadowFilter15.frag index 00832ae90..782f66934 100644 --- a/engine/src/core-data/Common/MatDefs/Shadow/PostShadowFilter15.frag +++ b/engine/src/core-data/Common/MatDefs/Shadow/PostShadowFilter15.frag @@ -59,6 +59,8 @@ float shadow = 0.0; }else if( shadowPosition < m_Splits.w){ shadowBorderScale = 0.125; shadow = GETSHADOW(m_ShadowMap3, projCoord3); + }else{ + shadow = 1.0; } shadow= shadow * m_ShadowIntensity + (1.0 - m_ShadowIntensity); diff --git a/engine/src/core-data/Common/MatDefs/Shadow/PostShadowPSSM.frag b/engine/src/core-data/Common/MatDefs/Shadow/PostShadowPSSM.frag index 27e768d71..7329bcb35 100644 --- a/engine/src/core-data/Common/MatDefs/Shadow/PostShadowPSSM.frag +++ b/engine/src/core-data/Common/MatDefs/Shadow/PostShadowPSSM.frag @@ -42,6 +42,8 @@ void main(){ }else if( shadowPosition < m_Splits.w){ shadowBorderScale = 0.125; shadow = GETSHADOW(m_ShadowMap3, projCoord3); + }else{ + shadow = 1.0; } shadow = shadow * m_ShadowIntensity + (1.0 - m_ShadowIntensity); diff --git a/engine/src/core-data/Common/MatDefs/Shadow/PostShadowPSSM15.frag b/engine/src/core-data/Common/MatDefs/Shadow/PostShadowPSSM15.frag index c2c256078..0c13287f1 100644 --- a/engine/src/core-data/Common/MatDefs/Shadow/PostShadowPSSM15.frag +++ b/engine/src/core-data/Common/MatDefs/Shadow/PostShadowPSSM15.frag @@ -44,6 +44,8 @@ void main(){ }else if( shadowPosition < m_Splits.w){ shadowBorderScale = 0.125; shadow = GETSHADOW(m_ShadowMap3, projCoord3); + }else{ + shadow = 1.0; } shadow= shadow * m_ShadowIntensity + (1.0 - m_ShadowIntensity);