draw Shadow Depth
Cascade depth-pass dispatch. Binds the same VBO as the colour pass, points attribute 0 at the interleaved position field, and rasterises GL_POINTS into the cascade depth texture — each occluder is one pixel rather than a filled triangle; the receiver's PCF smears those impulses into soft splats on the ground.
No-op when shadowMode.castsShadows is false or the VBO hasn't been uploaded yet. Doesn't touch attribute 1 (colour) — the depth shader only reads position.