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… export, duplication, URL sync, DoF post-processing
Core depth pipeline: DepthService with Depth Anything V2 Small (WebGPU/WASM),
per-entity depth textures in canvas-renderer, 1x1 mid-gray fallback.
Shader depth support: all 7 shaders (halftone, blobs, melt, glass, glitch,
dithering ordered, ASCII) modulate effects via depth. ASCII bindings shifted
to 5-6 to accommodate depth at 3-4. hasDepth uniform packs enabled/invert/influence.
Undo/redo: estimateDepth pushes command (undo clears, redo re-estimates).
clearDepthMap saves bitmap before clearing for undo restoration.
Serialization: depth maps saved as depth/{entityId}.png in .vdmsh zip,
restored on load via uploadDepthBitmap. Backward compatible.
Export: showDepth visualization works in static exports via CopyPass intercept.
Entity duplication clones depth textures GPU-side.
URL sync: depthInfluence and depthInvert params synced to URL.
Keyboard shortcuts: Shift+D generate, Shift+Alt+D clear, Alt+D visualize.
Depth-of-field post-processing: integrated into post-process shader with
Kawase blur (4-level mip chain), depth-based CoC mixing. Desktop sidebar
and mobile controls for focus, range, and strength params.
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adds depth estimation via depth-anything-v2. Shaders change their intensity based on depth. Depth of field effect is added as a post-processing step.
Probably won't merge as it doesn't really add any value and costs a lot in terms of bandwith+fair bit of compute for clients