// 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) { 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(0.010, 0.012, 0.022), vec3(0.030, 0.040, 0.075), t)); }