export default /* glsl */`
uniform sampler2D shadow_pass;
uniform vec2 resolution;
uniform float radius;

#include <packing>

void main() {

  float mean = 0.0;
  float squared_mean = 0.0;

	// This seems totally useless but it's a crazy work around for a Adreno compiler bug
	float depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy  ) / resolution ) );

  for ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {

    #ifdef HORIZONAL_PASS

      vec2 distribution = unpack2HalfToRGBA ( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );
      mean += distribution.x;
      squared_mean += distribution.y * distribution.y + distribution.x * distribution.x;

    #else

      float depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0,  i )  * radius ) / resolution ) );
      mean += depth;
      squared_mean += depth * depth;

    #endif

  }

  mean = mean * HALF_SAMPLE_RATE;
  squared_mean = squared_mean * HALF_SAMPLE_RATE;

  float std_dev = sqrt( squared_mean - mean * mean );

  gl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );

}
`;
