test(webgpu-rt): RTMultiShadow example exercising N shadow rays/pixel/bounce (#30)

Five pillars, four colored point lights; closest-hit emits one shadow ray
per light from the same invocation (raysPerPixel = 4, maxDepth = 2), so up
to four rays per pixel rtAccumulate in a single SHADE pass — the contention
case #30 exists for. Each pillar casts four separable colored shadows; an
accumulator race or capacity drop shows as flickering dark noise or a
missing shadow color. Two frames a second apart diff at 2 px / 1.85 M
(last-ulp CAS ordering), confirming no lost updates.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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// RTMultiShadow raygen (runs in GENERATE). Host-driven pinhole camera at
// @group(3) (groups 0..2 are reserved by the wavefront pipeline:
// 0 = WfParams, 1 = data heaps, 2 = indirect args).
struct Camera {
origin: vec3<f32>,
pad0: f32,
right: vec3<f32>,
tanHalf: f32,
up: vec3<f32>,
aspect: f32,
forward: vec3<f32>,
pad1: f32,
};
@group(3) @binding(0) var<storage, read> camera : Camera;
fn raygen_main(gid: vec3<u32>) {
if (gid.x >= wfParams.surfaceW || gid.y >= wfParams.surfaceH) { return; }
let pixelf = vec2<f32>(f32(gid.x), f32(gid.y));
let res = vec2<f32>(f32(wfParams.surfaceW), f32(wfParams.surfaceH));
let uv = (pixelf + vec2<f32>(0.5)) / res;
let ndc = uv * 2.0 - vec2<f32>(1.0);
let direction = normalize(
camera.right * (ndc.x * camera.aspect * camera.tanHalf) +
camera.up * (-ndc.y * camera.tanHalf) +
camera.forward);
var p: Payload;
p.color = vec3<f32>(0.0);
p.shadowRay = 0u;
rtEmitPrimaryRay(camera.origin, 0.01, direction, 100000.0,
0u, 0xFFu, 0u, 0u, p);
}