 
 #endif // POINT_LIGHT_SHADOWS
 
-			float texelSizeX =  1.0 / shadowMapSize[ i ].x;
+			float texelSizeX = 1.0 / shadowMapSize[ i ].x;
 
 			vec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;
 


	for ( int i = 0; i < NUM_SHADOWS; i ++ ) {

		float texelSizeY =  1.0 / shadowMapSize[ i ].y;

		float shadow = 0.0;



			if ( frustumTest ) {

				shadowCoord.z += shadowBias[ i ];

	#if defined( SHADOWMAP_TYPE_PCF )

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

				shadow += step( unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) ), shadowCoord.z );
				shadow += step( unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) ), shadowCoord.z );
				shadow += step( unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) ), shadowCoord.z );
				shadow += step( unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) ), shadowCoord.z );
				shadow += step( unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) ), shadowCoord.z );
				shadow += step( unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) ), shadowCoord.z );
				shadow += step( unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) ), shadowCoord.z );
				shadow += step( unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) ), shadowCoord.z );
				shadow += step( unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) ), shadowCoord.z );
				shadow *= 1.0 / 9.0;

				shadow *= shadowDarkness[ i ];

	#elif defined( SHADOWMAP_TYPE_PCF_SOFT )

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

				mat3 shadowKernel;
				mat3 depthKernel;
