 
 	float getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {
 
+		float shadow = 1.0;
+
 		shadowCoord.xyz /= shadowCoord.w;
 		shadowCoord.z += shadowBias;
 


		#else // no percentage-closer filtering:

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

		#endif

		}

		return 1.0;

	}


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

			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 ) +
