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Depth leaves a soft footprint.

The official WebGPU example renders the scene into a depth-driven 512×512 target, blurs the alpha with Gaussian blur, and samples that result on a transparent ground plane before restoring the normal scene render.

Initializing

Preparing the contact-shadow render pipeline…

Backend
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Graph
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Target
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Objects
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Frame
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Sample
WAITING
Owned
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Source-shaped controls
Ownership boundary

RenderTarget, depth override, Gaussian blur, ground materials, scene meshes, camera controls, and renderer are owned by this route.

The local deterministic three-object field makes the render-target handoff inspectable. Official random/pixel presentation, Inspector layout, broad device/compiler/backend matrices, stress behavior, and whole-example fidelity remain separate.

Initialization issue

Derived from the official WebGPU Contact Shadows example. Use ?backend=webgl for the explicitly labeled blur-reference lane or ?inspector=1 to opt into the native Inspector.