 			float dx1 = + texelSize.x * shadowRadius;
 			float dy1 = + texelSize.y * shadowRadius;
 
-			return (
+			shadow = (
 				texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +
 				texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +
 				texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +

			float dx1 = + texelSize.x * shadowRadius;
			float dy1 = + texelSize.y * shadowRadius;

			return (
				texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +
				texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +
				texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +


		#else // no percentage-closer filtering:

			shadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );

		#endif

		}

		return shadow;

	}

