// and of course at the end.
unsigned start = 0;
for (unsigned i = 0; i < effects.size(); ++i) {
- if (effects[i]->needs_many_samples() && i != start) {
+ if (effects[i]->needs_texture_bounce() && i != start) {
phases.push_back(compile_glsl_program(start, i));
start = i;
}