// HDRBloom miss (runs in SHADE). Dark, sub-threshold background so the // bloom pass only picks up the bright cubes, not the sky. fn miss_main(ray: RayDesc, payload: ptr) { let t = clamp(ray.direction.y * 0.5 + 0.5, 0.0, 1.0); rtAccumulate(mix(vec3(0.015, 0.018, 0.030), vec3(0.030, 0.040, 0.070), t)); }