ab13fa725e
The shadow pass was correct but the demo light was much too steep (52° elevation), so the blocker's shadow fell in a ~0.5-unit sliver tight against the cube's base and was invisible against the bright ground (offscreen pixel probe found a single dark pixel). Verified with an offscreen probe using the real Renderer::render_scene + shadow path: - steep front light (0.6,1.1,0.6) -> 1 dark pixel (no visible shadow) - shallow side light (1.0,0.3,0.0) -> 17 107 pixels (shadow pipeline OK) - tuned front-right (1.0,0.5,0.0) -> 16 979 pixels (clear visible shadow) The azimuth matters most: from the elevated front-right camera, a shadow cast toward -z falls behind the cube and is occluded; one cast toward -x runs across the ground to the left of the cube and reads clearly. Tuned light therefore sits front-right and low (toward_light (1.0,0.5,0.0)), keeping the front faces lit while casting a clearly visible PCF-softened shadow. Also reapply the LessEqual comparison sampler fix (commit39167eehad set it, but was later reverted to GreaterEqual by9a51ff7while debugging; the probe confirms LessEqual is the correct, non-inverted test). Correct 'rotating cube' to 'cube' in README/ROADMAP (shadow_test scene is static).