Crafter.Graphics/examples/RTMultiShadow/miss.wgsl

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// RTMultiShadow miss (runs in SHADE). Shadow miss → that light is visible
// from the surface, so add its pending contribution; up to LIGHT_COUNT of
// these resolve for the same pixel in one pass (atomic rtAccumulate, #30).
// Primary miss → near-black night sky so the colored lighting carries the
// frame.
fn miss_main(ray: RayDesc, payload: ptr<function, Payload>) {
if ((*payload).shadowRay == 1u) {
rtAccumulate((*payload).color);
return;
}
let t = clamp(ray.direction.y * 0.5 + 0.5, 0.0, 1.0);
rtAccumulate(mix(vec3<f32>(0.010, 0.012, 0.022),
vec3<f32>(0.030, 0.040, 0.075), t));
}