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Shadow maps use the full scene-derived size (point-light faces capped at 2048) under a 26M-texel scene budget halved largest-first; the PCF filter measures its reach in output pixels with a two-texel minimum, samples texel centres on a jittered adaptive 5..10 grid, and compares each texel against the receiver plane's own depth so wide kernels never self-shadow lit casters. The WGSL mirror is parenthesised (Tint rejects the old form) and guarded by a shader-wide grammar test; the CPU reference and shader remain step-for-step parity-tested.