Added mip selection using ray differentials
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@@ -27,7 +27,7 @@ path_output evaluate_bsdf_directional(directional_light_t light, const light_sha
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return output;
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}
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ray_t shadow_ray = ray_create(offset_ray_origin(context->position, context->normal, context->wo), wi);
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ray_t shadow_ray = ray_create(offset_ray_origin(context->position, context->normal, context->wo), wi, 0.0f, 0.0f);
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float closest = FLT_MAX;
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hit_result_t shadow_hit = {0};
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