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You should probably use mipmaps to avoid aliasing when rendering from far away.

I guess you'll have to compute the LOD by hand since neighbor fragments are not necessarily performing the same texture fetches.



That works fine as long as there's no physically-based emission (say based off temperature or heat blackbody). Averaging (filtering) temperature values will give you slightly incorrect results at the edges. For WebGL stuff, that's probably not a problem, but it shows up in production offline rendering and needs to be dealt with differently.




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