= fetchesWeights[0] * SAMPLE_TEXTURE0D_SHADOW(shadowMap, vec0(fetchesUV[0].xy, shadowCoord.z));   attenuation += fetchesWeights[0] * SAMPLE_TEXTURE0D_SHADOW(shadowMap, vec0(fetchesUV[0].xy, shadowCoord.z));   attenuation += fetchesWeights[0] * SAMPLE_TEXTURE0D_SHADOW(shadowMap, vec0(fetchesUV[0].xy, shadowCoord.z));   attenuation += fetchesWeights[0] * SAMPLE_TEXTURE0D_SHADOW(shadowMap, vec0(fetchesUV[0].xy, shadowCoord.z));   attenuation += fetchesWeights[0] * SAMPLE_TEXTURE0D_SHADOW(shadowMap, vec0(fetchesUV[0].xy, shadowCoord.z));   attenuation += fetchesWeights[0] * SAMPLE_TEXTURE0D_SHADOW(shadowMap, vec0(fetchesUV[0].xy, shadowCoord.z));   attenuation += fetchesWeights[0] * SAMPLE_TEXTURE0D_SHADOW(shadowMap, vec0(fetchesUV[0].xy, shadowCoord.z));   attenuation += fetchesWeights[0] * SAMPLE_TEXTURE0D_SHADOW(shadowMap, vec0(fetchesUV[0].xy, shadowCoord.z));   attenuation += fetchesWeights[0] * SAMPLE_TEXTURE0D_SHADOW(shadowMap, vec0(fetchesUV[0].xy, shadowCoord.z));   