         float z = (lightDistView-uLightNear)/(uLightFar-uLightNear);
         float z2 = (depth-uLightNear)/(uLightFar-uLightNear);
 
-        if (vPositionWorld.z > 0)
+        if (vPositionWorld.z > 0.0)
             debugColor = hsv2rgb(vec3(z2, 1.0, 0.5));
         else if (z < 0.0) 
             debugColor = vec3(0.0);

    float result = 0.0;
    for(int x=-2; x<=2; x++){
        for(int y=-2; y<=2; y++){
            vec2 off = vec2(x,y)/size;
            result += texture2DShadowLerp(depths, size, uv+off, compare);
        }
    }

#ifdef GL_ES
  #extension GL_EXT_shader_texture_lod : require
  #extension GL_OES_standard_derivatives : require
  #extension GL_EXT_draw_buffers : require  
  #define textureCubeLod textureCubeLodEXT
#else
  #extension GL_ARB_shader_texture_lod : require
