Shadow study SampleShadowmapFilteredTEXTURE2D_SHADOW_PARAM(ShadowMap, sampler_ShadowMap), float4 shadowCoord, ShadowSamplingData samplingData)
float fetchesWeights[9];
float2 fetchesUV[9];
SampleShadow_ComputeSamples_Tent_5x5(samplingData.shadowmapSize, shadowCoord.xy, fetchesWeights, fetchesUV);
sum = fetchesWeights[0] * SAMPLE_TEXTURE2D_SHADOW(_MainLightShadowmapTexture, sampler_MainLightShadowmapTexture, float3(fetchesUV[0].xy, shadowCoord.z));
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