+ friend class EffectChain;
+
+public:
+ virtual std::string effect_type_id() const { return "GammaCompressionEffect"; }
+ std::string output_fragment_shader();
+ virtual void set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num);
+
+ virtual bool needs_srgb_primaries() const { return false; }
+ virtual bool one_to_one_sampling() const { return true; }
+
+ // Actually needs postmultiplied input as well as outputting it.
+ // EffectChain will take care of that.
+ virtual AlphaHandling alpha_handling() const { return OUTPUT_POSTMULTIPLIED_ALPHA; }