public void WorldToShade_AndBack_ShouldBeOriginalNormalized()
        {
            var normal    = Vector3.Normalize(new Vector3(1, 5, 0));
            var worldDir  = Vector3.Normalize(new Vector3(1, 6, 2));
            var shadeDir  = ShadingSpace.WorldToShading(normal, worldDir);
            var worldDir2 = ShadingSpace.ShadingToWorld(normal, shadeDir);

            Assert.Equal(worldDir.X / worldDir.Length(), worldDir2.X, 4);
            Assert.Equal(worldDir.Y / worldDir.Length(), worldDir2.Y, 4);
            Assert.Equal(worldDir.Z / worldDir.Length(), worldDir2.Z, 4);
        }