Note: I'm using the WebGPU build 167 of three.js for this question and JSFiddle.
See screenshot and JSFiddle. I have a simple sphere between two "floors", with a DirectionalLight pointing straight down from above. Notice how the sphere casts a shadow on the top "floor". How can I remove the shadow from the top floor? I don't want to disable the top floor's ability to receive shadows from other objects though, so I don't want to set receiveShadow = false on the top floor mesh.
JSFiddle: https://jsfiddle.net/0fwkyvu6
three.js GitHub bug report: https://github.com/mrdoob/three.js/issues/29200
I also posted the question on the three.js community discourse: https://discourse.threejs.org/t/duplicate-shadow-shadow-appears-below-and-above-object-webgpu-build-167/69481
Update 1: setting logarithmicDepthBuffer: false appears to fix the issue somewhat, however the logarithmic depth buffer is a requirement for my scene, so I'd like to get the shadow working with it.
Update 2: the top shadow is not visible in the standard WebGLRenderer build of three.js, so there must be some issue specifically with the WebGPU build.

logarithmicDepthBuffer--I need to havelogarithmicDepthBufferenabled for other things in the scene, if you addlogarithmicDepthBuffer: trueto your JSFiddle then the top shadow appears again.WebGPURendererdoes not yet supportlogarithmicDepthBufferfor Orthographic (shadow) cameras.