// 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 <string>
+
#include "effect.h"
class DitherEffect : public Effect {
-public:
+private:
+ // Should not be instantiated by end users;
+ // call EffectChain::set_dither_bits() instead.
DitherEffect();
+ friend class EffectChain;
+
+public:
~DitherEffect();
virtual std::string effect_type_id() const { return "DitherEffect"; }
std::string output_fragment_shader();