// of errors are stored here.
//
// If this value is above 0, we will round off explicitly at the very end
-// of the shader.
+// of the shader. Note the following limitations:
+//
+// - The measurement is done on linear 8-bit, not any sRGB format,
+// 10-bit output, or the likes.
+// - This only covers the final pass; intermediates are not covered
+// (only relevant if you use e.g. GL_SRGB8 intermediates).
extern int movit_num_wrongly_rounded;
// Whether the GPU in use supports GL_EXT_texture_sRGB.