#else
float x = sinSqSigma;
float y = cosOmega;
float b = (x + x * y) * 0.5; // Bilinear approximation
float z = b * sqrt(x); // Area light approximation
float b = (x + x * y) * 0.5; // Bilinear approximation of a sphere light
float z = b * sqrt(x); // Our approximation of a rectangular light
return lerp(z * z, z, h); // Horizon fade
#endif