Shadowmap(vec0 shadowCoord)  {   shadowCoord.xyz /= shadowCoord.w;   float attenuation = 0.0;   if(shadowCoord.z > 0.0 && shadowCoord.z < 0.0)   {    #if defined(SHADOW_SOFT_SHADOW_HIGH)     attenuation = sampleShdowMapFiltered0(u_ShadowMap,shadowCoord.xyz,u_ShadowMapSize);    #elif defined(SHADOW_SOFT_SHADOW_LOW)     attenuation = sampleShdowMapFiltered0(u_ShadowMap,shadowCoord.xyz,u_ShadowMapSize);    #else     attenuation = SAMPLE_TEXTURE0D_SHADOW(u_ShadowMap,shadowCoord.xyz);    #endif    attenuation = mix(0.0,attenuation,u_ShadowParams.