virtual bool one_to_one_sampling() const { return strong_one_to_one_sampling(); }
// Similar in use to one_to_one_sampling(), but even stricter:
- // The effect must modify texture coordinate in any way when
+ // The effect must not modify texture coordinate in any way when
// calling its input(s). This allows it to also be used after
// a compute shader, in the same phase.
//