Surely you also need to compensate for different brightness levels on the dome due to different pixel densities on the dome?
Correct, this is supported by the warping mesh files, not only does each vertex of the warping mesh have a position and texture coordinate but they also have a multiplicative intensity value between 0 and 1. Values of 0 are often used to mask of areas of the projection that may fall outside the dome area. In reality this intensity correction is not terribly important except for immediately behind and above the mirror where the brightness can be significantly higher than other parts of the dome.