 		
 		private function reduceLightBleedingWithSmoothstep(pMax : SFloat, amount : SFloat) : SFloat
 		{
-			return smoothstep(amount, float(1), pMax);
+			return smoothstep(amount, 1.0, pMax);
 		}
 		
 		public function getAttenuation(lightId : uint) : SFloat

			var lightBleedingBias			: SFloat	= getLightParameter(lightId, 'lightBleedingBias', 1);
			var shadow						: SFloat	= chebyshevUpperBound(
				float2(moment1, moment2),
				uv.w,
				lightBleedingCorrection,
				lightBleedingBias
			);

				dimension
			);
			
			var depth						: SFloat	= _depthShaderPart.getDepthForAttenuation(lightId, worldPosition);
			var precomputedDepth			: SFloat	= sampleTexture(depthMap, uv);
			var moment1						: SFloat	= unpackHalf(precomputedDepth.xy);
			var moment2						: SFloat	= unpackHalf(precomputedDepth.zw);
			var lightBleedingCorrection		: Function	= doNotReduceLightBleeding;
			var lightBleedingInterpolation	: uint		= getLightConstant(
				lightId,
				'lightBleedingInterpolation',
				LightBleedingInterpolation.NONE
			);
			switch (lightBleedingInterpolation)
			{
				case LightBleedingInterpolation.LINSTEP :
