Refactor the codebase and add aov support.
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@@ -419,7 +419,7 @@ float texture_get_sample_lod(const texture_t* texture, const texture_sample_cont
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// 4. Convert to LOD
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// LOD 0 = 1 texel. LOD 1 = 2 texels. LOD 2 = 4 texels.
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// log2(texels_covered) gives the mip level.
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return log2f(texels_covered);
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return log2f(texels_covered) * 0.5f;
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}
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static vec4s nearest_filter(const texture_t* texture, vec2s uv, uint8_t lod)
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