Hello. I want to implement PCSS (percentage-clsoer soft shadows) with GLSL. I udeclare the shadow map as sampler2DShadow to be able to use shadow2DProj. The problem is that PCSS require a blocker search which sample the shadow map to get its contents, not to perform the shadow comparison. The problem is that I want to do both operations on the shadow map (shadow2DProj() and texture2D()) as PCSS require.
Any ideas on how to do this?