# Mobile shadows (PCF filter)

**URL:** https://forum.babylonjs.com/t/mobile-shadows-pcf-filter/22104
**Category:** Questions
**Created:** [July 2, 2021, 3:58pm UTC](https://forum.babylonjs.com/t/mobile-shadows-pcf-filter/22104 "2021-07-02T15:58:16Z")
**Posts on this page:** 1
**Showing post:** 4

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### Author: ![Evgeni\_Popov](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/evgeni_popov/32/4432_2.png) [@Evgeni\_Popov](https://forum.babylonjs.com/u/Evgeni_Popov)
#### Post date: [July 2, 2021, 11:02pm UTC](https://forum.babylonjs.com/t/mobile-shadows-pcf-filter/22104/4 "2021-07-02T23:02:23Z")

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We already had this kind of error in the past:

> [@Contact hardening shadow error in chrome x android](https://forum.babylonjs.com/t/contact-hardening-shadow-error-in-chrome-x-android/10511/5):
>
> Unfortunately, it looks like a driver issue slight_smile babylon.js:16 BJS - [17:49:17]: Error: FRAGMENT SHADER 0:97: S0032: no default precision defined for parameter ‘webgl\_4aeb46af4241331f’ The error message fits with the default opengl driver and the parameter name with the Angle shader generated code. I think you could try to create an issue on Android for those. Nevertheless you can use your own error handler on materials: material.onError = (effect: Effect, errors: string) =\> { ...…

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