<!-- SOLUV · part 600 -->
			} else {
					variance = max( variance, 0.0000001 );
					float d = shadowCoord.z - mean;
					float p_max = variance / ( variance + d * d );
					p_max = clamp( ( p_max - 0.3 ) / 0.65, 0.0, 1.0 );
					shadow = max( hard_shadow, p_max );
				}
			}
			return mix( 1.0, shadow, shadowIntensity );
		}
	#else
		float getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord ) {
			float shadow = 1.0;
			shadowCoord.xyz /= shadowCoord.w;
			#ifdef USE_REVERSED_DEPTH_BUFFER
				shadowCoord.z -= shadowBias;
			#else
				shadowCoord.z += shadowBias;
			#endif
			bool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;
			bool frustumTest = inFrustum && shadowCoord.z <= 1.0;
			if ( frustumTest ) {
				float depth = texture2D( shadowMap, shadowCoord.xy ).r;
				#ifdef USE_REVERSED_DEPTH_BUFFER
					shadow = step( depth, shadowCoord.z );
				#else
					shadow = step( shadowCoord.z, depth );
				#endif
			}
			return mix( 1.0, shadow, shadowIntensity );
		}
	#endif
	#if NUM_SUN_LIGHT_SHADOWS > 0
		float getSunShadow(
			#if defined( SHADOWMAP_TYPE_PCF )
				sampler2DShadow shadowMap,
			#else
				sampler2D shadowMap,
			#endif
			SunLightShadow sunLightShadow,
			int shadowIndex
		) {
			vec4 shadowWorldPosition = vec4( vSunShadowWorldPosition.xyz + vSunShadowWorldNormal * sunLightShadow.shadowNormalBias, 1.0 );
			float viewDepth = vSunShadowWorldPosition.w;
			int cascadeOffset = shadowIndex * SUN_LIGHT_CASCADES;
			float shadow = 1.0;
			for ( int i = SUN_LIGHT_CASCADES - 1; i >= 0; i -- ) {
				vec4 cascade = sunShadowCascade[ cascadeOffset + i ];
				if ( viewDepth >= cascade.x && viewDepth < cascade.y ) {
					float cascadeShadow = getShadow(
						shadowMap,
						sunLightShadow.shadowMapSize,
						sunLightShadow.shadowIntensity,
						sunLightShadow.shadowBias,
						sunLightShadow.shadowRadius,
						sunShadowMatrix[ cascadeOffset + i ] * shadowWorldPosition
					);
					shadow = mix( cascadeShadow, shadow, smoothstep( cascade.z, cascade.y, viewDepth ) );
				}
			}
			return shadow;
		}
	#endif
	#if NUM_POINT_LIGHT_SHADOWS > 0
	#if defined( SHADOWMAP_TYPE_PCF )
	float getPointShadow( samplerCubeShadow shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {
		float shadow = 1.0;
		vec3 lightToPosition = shadowCoord.xyz;
		vec3 bd3D = normalize( lightToPosition );
		vec3 absVec = abs( lightToPosition );
		float viewSpaceZ = max( max( absVec.x, absVec.y ), absVec.z );
		if ( viewSpaceZ - shadowCameraFar <= 0.0 && viewSpaceZ - shadowCameraNear >= 0.0 ) {
			#ifdef USE_REVERSED_DEPTH_BUFFER
				float dp = ( shadowCameraNear * ( shadowCameraFar - viewSpaceZ ) ) / ( viewSpaceZ * ( shadowCameraFar - shadowCameraNear ) );
				dp -= shadowBias;
			#else
				float dp = ( shadowCameraFar * ( viewSpaceZ - shadowCameraNear ) ) / ( viewSpaceZ * ( shadowCameraFar - shadowCameraNear ) );
				dp += shadowBias;
			#endif
			float texelSize = shadowRadius / shadowMapSize.x;
			vec3 absDir = abs( bd3D );
			vec3 tangent = absDir.x > absDir.z ? vec3( 0.0, 1.0, 0.0 ) : vec3( 1.0, 0.0, 0.0 );
			tangent = normalize( cross( bd3D, tangent ) );
			vec3 bitangent = cross( bd3D, tangent );
			float phi = interleavedGradientNoise( gl_FragCoord.xy ) * PI2;
			vec2 sample0 = vogelDiskSample( 0, 5, phi );
			vec2 sample1 = vogelDiskSample( 1, 5, phi );
			vec2 sample2 = vogelDiskSample( 2, 5, phi );
			vec2 sample3 = vogelDiskSample( 3, 5, phi );
			vec2 sample4 = vogelDiskSample( 4, 5, phi );
			shadow = (
				texture( shadowMap, vec4( bd3D + ( tangent * sample0.x + bitangent * sample0.y ) * texelSize, dp ) ) +
				texture( shadowMap, vec4( bd3D + ( tangent * sample1.x + bitangent * sample1.y ) * texelSize, dp ) ) +
				texture( shadowMap, vec4( bd3D + ( tangent * sample2.x + bitangent * sample2.y ) * texelSize, dp ) ) +
				texture( shadowMap, vec4( bd3D + ( tangent * sample3.x + bitangent * sample3.y ) * texelSize, dp ) ) +
				texture( shadowMap, vec4( bd3D + ( tangent * sample4.x + bitangent * sample4.y ) * texelSize, dp ) )
			) * 0.2;
		}
		return mix( 1.0, shadow, shadowIntensity );
	}
	#elif defined( SHADOWMAP_TYPE_BASIC )
	float getPointShadow( samplerCube shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {
		float shadow = 1.0;
		vec3 lightToPosition = shadowCoord.xyz;
		vec3 absVec = abs( lightToPosition );
		float viewSpaceZ = max( max( absVec.x, absVec.y ), absVec.z );
		if ( viewSpaceZ - shadowCameraFar <= 0.0 && viewSpaceZ - shadowCameraNear >= 0.0 ) {
			float dp = ( shadowCameraFar * ( viewSpaceZ - shadowCameraNear ) ) / ( viewSpaceZ * ( shadowCameraFar - shadowCameraNear ) );
			dp += shadowBias;
			vec3 bd3D = normalize( lightToPosition );
			float depth = 