virtual bool one_to_one_sampling() const { return strong_one_to_one_sampling(); }
// Similar in use to one_to_one_sampling(), but even stricter:
- // The effect must not use texture coordinate in any way beyond
- // giving it unmodified to its (single) input. This allows it to
- // also be used after a compute shader, in the same phase.
+ // The effect must not modify texture coordinate in any way when
+ // calling its input(s). This allows it to also be used after
+ // a compute shader, in the same phase.
//
// An effect that it strong one-to-one must also be one-to-one.
virtual bool strong_one_to_one_sampling() const { return false; }