naga's WGSL emitter rejects fall-through-capable GLSL switch blocks, so every shape and despill job failed to compile and silently fell back to the effect input - both effects were no-ops. Rewrite the type/method dispatch as if/else chains (same semantics as the C++ shaders) and cover all three shape types plus green-screen despill with GPU pixel tests. Also drop the now-stale nested-payload/merge-binding TODO notes.