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Cascaded shadow maps (CSM) #1

@proggeramlug

Description

@proggeramlug

Priority: High | Effort: Medium

Replace the single 4K shadow map with 3-4 cascades covering near/mid/far ranges.

Current state

  • Single 4096x4096 shadow map, ±30 world unit frustum
  • Camera-following with texel snap, 16-tap Poisson PCF
  • Dynamic-offset uniform buffer for per-node transforms

What's needed

  • Split camera frustum into N slices (0-10, 10-30, 30-100 units)
  • One shadow pass per cascade with tighter ortho fit
  • Scene shader samples correct cascade based on fragment depth
  • Smooth blend between cascades

Key files

  • native/shared/src/shadows.rs
  • native/shared/src/renderer.rs (shadow pass + sample_shadow WGSL)

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