uniform float backgroundAlpha; void node_output_world(Closure surface, Closure volume, out Closure result) { #ifndef VOLUMETRICS float alpha = renderPassEnvironment ? 1.0 : backgroundAlpha; result = CLOSURE_DEFAULT; result.radiance = surface.radiance * alpha; result.transmittance = vec3(0.0); result.holdout = (1.0 - alpha); #else result = volume; #endif /* VOLUMETRICS */ }