 
 	for ( int i = 0; i < NUM_SHADOWS; i ++ ) {
 
-		float texelSizeY = 1.0 / shadowMapSize[ i ].y;
+		vec2 texelSize = vec2( 1.0 ) / shadowMapSize[ i ];
 
 		float shadow = 0.0;
 


	#elif defined( SHADOWMAP_TYPE_PCF_SOFT )

				float dx0 = - texelSizeX;
				float dy0 = - texelSizeY;
				float dx1 = + texelSizeX;
				float dy1 = + texelSizeY;

				mat3 shadowKernel;
				mat3 depthKernel;


	#if defined( SHADOWMAP_TYPE_PCF )

				float dx0 = - texelSize.x;
				float dy0 = - texelSize.y;
				float dx1 = + texelSize.x;
				float dy1 = + texelSize.y;

				shadow += texture2DCompare( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z );
				shadow += texture2DCompare( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z );
