+
+ // Whether this effect expects to be sampling many times from
+ // its input. If this is true, the framework will not chain the
+ // input from other effects, but will store the results of the
+ // chain to a temporary (RGBA fp16) texture and let this effect
+ // sample directly from that.
+ //
+ // Note that if you do _not_ set this, and do not sample on
+ // whole pixels (ie. you request linear filtering), it is undefined
+ // whether that filtering happen in linear gamma or not.
+ // It _could_ be (for instance in the case where the input is sRGB
+ // and your GPU applies gamma expansion before filtering), but you
+ // have no such guarantee. For most uses, however, this will be fine.