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Add dithering to yuv2rgb shader. This is not optimal since scaling and possibly other filtering is done later. Dithering should be the final step. PBO resolution needs to be made higher to avoid banding from RGB range expansion in colorspace conversion when two pass rendering is used. The dither value scaling is a little ugly, but works well. Even with quantization to 16 levels (4bpc) picture is reasonable on a computer screen.
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