virtual std::string effect_type_id() const { return "DitherEffect"; }
std::string output_fragment_shader();
+ // Note that if we did error diffusion, we'd actually want to diffuse the
+ // premultiplied error. However, we need to do dithering in the same
+ // space as quantization, whether that be pre- or postmultiply.
+ virtual AlphaHandling alpha_handling() const { return DONT_CARE_ALPHA_TYPE; }
+
void set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num);
private: