 		{
 			vec2 uv = coords.xy;
 			float zReceiver = coords.z; // Assumed to be eye-space z in this code
-			
+
 			initPoissonSamples();
 			// STEP 1: blocker search
 			float avgBlockerDepth = 0.0;

			poissonDisk[12] =  vec2( -0.24188840, 0.99706507 );
			poissonDisk[13] =  vec2( -0.81409955, 0.91437590 );
			poissonDisk[14] =  vec2( 0.19984126, 0.78641367 );
			poissonDisk[15] =  vec2( 0.14383161, -0.14100790 ); 
		}
		
		float PenumbraSize(float zReceiver, float zBlocker) //Parallel plane estimation
		{
			return (zReceiver - zBlocker) / zBlocker;

			) * ( 1.0 / 9.0 );

		#elif defined( SHADOWMAP_TYPE_PCSS )

			return PCSS( shadowMap, shadowCoord);

		#else // no percentage-closer filtering:

