#ifndef SHADER_LIGHTING_PCF_GLSL
#define SHADER_LIGHTING_PCF_GLSL
float sample_shadow_pcf5(texture2DArray tex, samplerShadow samp, vec4 coords) {
float result = 0.0f;
result += textureGrad(sampler2DArrayShadow(tex, samp), coords, vec2(0), vec2(0)) * 0.2;
result += textureGradOffset(sampler2DArrayShadow(tex, samp), coords, vec2(0), vec2(0), ivec2( 0, 1)) * 0.2;
result += textureGradOffset(sampler2DArrayShadow(tex, samp), coords, vec2(0), vec2(0), ivec2( 0, -1)) * 0.2;
result += textureGradOffset(sampler2DArrayShadow(tex, samp), coords, vec2(0), vec2(0), ivec2( 1, 0)) * 0.2;
result += textureGradOffset(sampler2DArrayShadow(tex, samp), coords, vec2(0), vec2(0), ivec2(-1, 0)) * 0.2;
return result;
}
#endif