 			float searchWidth = LIGHT_SIZE_UV * (zReceiver - NEAR_PLANE) / zReceiver;
 			float blockerSum = 0.0;
 			numBlockers = 0.0;
-
 			for( int i = 0; i < BLOCKER_SEARCH_NUM_SAMPLES; ++i )
 			{
 				float shadowMapDepth = unpackRGBAToDepth(texture2D(shadowMap, uv + poissonDisk[i] * searchWidth));

	#endif

	#if defined( SHADOWMAP_TYPE_PCSS )
		#define LIGHT_SIZE_UV 1.0
		#define NEAR_PLANE 1.0
		#define BLOCKER_SEARCH_NUM_SAMPLES 16
		#define PCF_NUM_SAMPLES 16
		uniform vec2 poissonDisk[BLOCKER_SEARCH_NUM_SAMPLES];

		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);
		  return texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );

		#else // no percentage-closer filtering:
