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// TODO: If no symmetry (no folding in half and abuse of mirror sampler) make dimensions odd-sized so middle texel taps the south pole
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// TODO: This is hack because the mitsuba loader and its material compiler use Virtual Texturing, and there's some bug with IES not sampling sub 128x128 mip levels
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// don't want to spend time to fix this since we'll be using descriptor indexing for the next iteration
// TODO: in reality one should transform the 4 vertices (or 3) into octahedral map, work out the dUV/dPhi and dUV/dTheta vectors as-if for Anisotropic Filtering
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// then choose the minor axis length, and use that as a pixel size (since looking for smallest thing, dont have to worry about handling discont)
if (nonZeroEmissionDomainSize <= std::numeric_limits<float>::min()) // protect us from division by small numbers (just in case, we should never hit it)
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