diff --git a/Templates/Full/game/shaders/common/lighting/advanced/gl/vectorLightP.glsl b/Templates/Full/game/shaders/common/lighting/advanced/gl/vectorLightP.glsl index e8b909094..ac79d483d 100644 --- a/Templates/Full/game/shaders/common/lighting/advanced/gl/vectorLightP.glsl +++ b/Templates/Full/game/shaders/common/lighting/advanced/gl/vectorLightP.glsl @@ -275,7 +275,7 @@ void main() // temp for debugging. uncomment one or the other. //float shadowed = static_shadowed; //float shadowed = dynamic_shadowed; - float shadowed = min(static_shadowed, dynamic_shadowed); + float shadowed = min(static_shadowed, dynamic_shadowed)*matInfo.g; #ifdef PSSM_DEBUG_RENDER if ( fadeOutAmt > 1.0 ) diff --git a/Templates/Full/game/shaders/common/lighting/advanced/vectorLightP.hlsl b/Templates/Full/game/shaders/common/lighting/advanced/vectorLightP.hlsl index 8910a48b9..fbcf41500 100644 --- a/Templates/Full/game/shaders/common/lighting/advanced/vectorLightP.hlsl +++ b/Templates/Full/game/shaders/common/lighting/advanced/vectorLightP.hlsl @@ -286,7 +286,7 @@ PS_OUTPUT main(FarFrustumQuadConnectP IN) // temp for debugging. uncomment one or the other. //float shadowed = static_shadowed; //float shadowed = dynamic_shadowed; - float shadowed = min(static_shadowed, dynamic_shadowed); + float shadowed = min(static_shadowed, dynamic_shadowed)*matInfo.g; #ifdef PSSM_DEBUG_RENDER if (fadeOutAmt > 1.0)