// Sponza miss (runs in SHADE). Primary miss → two-stop sky gradient. // Shadow miss → the sun is unoccluded, so add the pending direct term. fn miss_main(ray: RayDesc, payload: ptr) { if ((*payload).shadowRay == 1u) { rtAccumulate((*payload).color); return; } let t = clamp(ray.direction.y * 0.5 + 0.5, 0.0, 1.0); let sky = vec3(0.45, 0.65, 0.95); let zenith = vec3(0.95, 0.85, 0.65); rtAccumulate(mix(sky, zenith, t)); }