 #pragma include "floatFromTex.glsl"
+#pragma include "rand.glsl"
 
 // simulation of texture2Dshadow glsl call on HW
 // http://codeflow.org/entries/2013/feb/15/soft-shadow-mapping/

}

#ifdef _JITTER_OFFSET
#define INT_SCALE3_JITTER vec3(.1031, .1030, .0973)
// uniform rand
vec3 randJitter(const in vec3 p2) {
    vec3 p3  = fract(p2.xyz * INT_SCALE3_JITTER);
    p3 += dot(p3, p3.yzx + 19.19);
    p3 = fract((p3.xxy + p3.yzz) * p3.zyx);
    return p3;
}
#endif



#ifdef _JITTER_OFFSET
    if (jitter > 0.0){
        centroidCoord += shadowInterleavedGradientNoise(gl_FragCoord.xy, jitter).xy;
    }
#endif

