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The exponent times the log (the float's bits) keeps units of 16 in the bits, truncated toward zero, not floored at 1. Fixes the last specular pixels at small exponents (gpu/probe exp102 e = 0.3, exp3, exp4 e = 0.05); all lighting probes are now bit exact. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
To get to 100% compatibility, we will need a software renderer as there are games out there that do tricks that can't really be faked in a sensible way. Useful for homebrew too that mix sw and accel rendering.