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16 changed files with 508 additions and 9 deletions
14
shaders/miss.wgsl
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14
shaders/miss.wgsl
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// RTMultiShadow miss (runs in SHADE). Shadow miss → that light is visible
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// from the surface, so add its pending contribution; up to LIGHT_COUNT of
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// these resolve for the same pixel in one pass (atomic rtAccumulate, #30).
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// Primary miss → near-black night sky so the colored lighting carries the
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// frame.
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fn miss_main(ray: RayDesc, payload: ptr<function, Payload>) {
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if ((*payload).shadowRay == 1u) {
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rtAccumulate((*payload).color);
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return;
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}
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let t = clamp(ray.direction.y * 0.5 + 0.5, 0.0, 1.0);
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rtAccumulate(mix(vec3<f32>(0.010, 0.012, 0.022),
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vec3<f32>(0.030, 0.040, 0.075), t));
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}
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