// like many LCD monitors do, but it starts to get very hairy, again, for limited gains.)
// The dither is also deterministic across runs.
-#include <GL/glew.h>
+#include <epoxy/gl.h>
#include <string>
#include "effect.h"
// premultiplied error. However, we need to do dithering in the same
// space as quantization, whether that be pre- or postmultiply.
virtual AlphaHandling alpha_handling() const { return DONT_CARE_ALPHA_TYPE; }
+ virtual bool one_to_one_sampling() const { return true; }
void set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num);