b7998f10465602883db2a7f9bbb15506eb351cca
This adds back sphere probe pre-convolution. The difference is that we use spherical Gaussian instead of the GGX NDF. This allows us to reuse the previous mip as a source for the convolution and thus reduce the sample count and give a noiseless result. However since we don't use filtered importance sampling anymore, we have to compensate with some more samples. This could be addressed in a follow up PR if needed. This also changes the octahedral mapping procedure to avoid padding texels and interpolation artifacts. Also cleanup to make sure all functions related to mapping are in the same file. The change to Spherical Gaussian has some impact on the look. The resulting visual is a less "foggy" but most of the energy is where it should be. Only the caracteristic "GGX tail" is missing. These sphere light-probes convolved mips are only used when raytracing is off or un-available (forward surfaces). Ref #118256 Pull Request: https://projects.blender.org/blender/blender/pulls/118354
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