code: private static float getShadowWidth(@NonNull final Context context, final int elevation,
                                          @NonNull final Orientation orientation,
                                          final boolean parallelLight) {
          float referenceElevationWidth =
                  (float) elevation / (float) REFERENCE_ELEVATION * REFERENCE_SHADOW_WIDTH;
          float shadowWidth;
  
          if (parallelLight) {
              shadowWidth = referenceElevationWidth * BOTTOM_SCALE_FACTOR;
          } else {
              switch (orientation) {
                  case LEFT:
                      shadowWidth = referenceElevationWidth * LEFT_SCALE_FACTOR;
                      break;
                  case TOP:
                      shadowWidth = referenceElevationWidth * TOP_SCALE_FACTOR;
                      break;
                  case RIGHT:
                      shadowWidth = referenceElevationWidth * RIGHT_SCALE_FACTOR;
                      break;
                  case BOTTOM:
                      shadowWidth = referenceElevationWidth * BOTTOM_SCALE_FACTOR;
                      break;
                  default:
                      throw new IllegalArgumentException("Invalid orientation: " + orientation);
              }
          }
  
          return dpToPixels(context, shadowWidth);
      }
docs: Returns the width of a shadow, which is located besides an edge of an elevated view.
  
  @param context
  The context, which should be used, as an instance of the class {@link Context}. The
  context may not be null
  @param elevation
  The elevation, which should be emulated, in dp as an {@link Integer} value. The
  elevation must be at least 0 and at maximum the value of the constant
  <code>MAX_ELEVATION</code>
  @param orientation
  The orientation of the shadow in relation to the elevated view as a value of the enum
  {@link Orientation}. The orientation may either be <code>LEFT</code>,
  <code>TOP</code>, <code>RIGHT</code> or <code>BOTTOM</code>
  @param parallelLight
  True, if parallel light should be emulated, false otherwise
  @return The width of the shadow in pixels as a {@link Float} value