-// If this value is above 0, and you have enabled dithering, we will
-// round off explicitly at the very end of the shader.
+// If this value is above 0, we will round off explicitly at the very end
+// 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).