 
 #ifdef _JITTER_OFFSET
     if (jitter > 0.0){
-        centroidCoord += randJitter(vec3(gl_FragCoord.xy, jitter)).xy;
+        centroidCoord += shadowInterleavedGradientNoise(gl_FragCoord.xy, jitter).xy;
     }
 #endif
 

}

#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


#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/
