verve.gl — DOF
A row of emissive cubes receding from near to far. DOF blurs the scene with two separable Gaussian passes, then composites sharp vs blurred per pixel by a circle-of-confusion derived from the linear view depth read straight from the G-buffer (no matrices). Toggle DOF compares depth-of-field vs all-sharp; Focus Near/Far sweep the sharp band; Toggle View shows the raw DOF target. WebGPU else WebGL2.