- Unlock property range.
- Use triangular noise to reduce overall noise. Remap range to preserve perceptual intensity.
- Center noise distribution around 0 for GPU implementation because of rounding.
- Do dithering after merging overlays.
Effect of using triangular noise is not really noticeable if you don't use
really low bitdepth. But doing a test in the shader were we artificially
reduce the bitdepth (col = (col * 16) / 16;) reveals the real difference.