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I'm not sure I've understood your question, but normally, controlling the Z/depth clipping range is done by using via the projection matrix (or simpler arithmetic) in your vertex shader. Most graphics libraries that construct a projection matrix for you, will let you select the “near” and “far” distance to be clipped; these are the znear and zfar variables seen in the learn-wgpu tutorial).

If that doesn't help, can you clarify what you're looking for by providing the code you've got so far and maybe drawings of what difference you want?

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@olivia-banks
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