float PolygonIrradiance(float4x3 L)
{
#ifdef SPHERE_LIGHT_APPROXIMATION
[unroll]
for (int i = 0; i < 4; i++)
L[i] = normalize(L[i]);
float3 V2 = L[(edge + 1) % 4];
float3 V2 = L[(edge + 1) & 0x3];
F += INV_TWO_PI * ComputeEdgeFactor(V1, V2);
}