 */
 
 // For all settings: 1.0 = 100% 0.5=50% 1.5 = 150%
-vec3 ContrastSaturationBrightness(vec3 color, float brt, float sat, float con)
+vec3 ContrastSaturationBrightness(in vec3 color, in float brt, in float sat, in float con)
 {
 	// Increase or decrease theese values to adjust r, g and b color channels seperately
 	const float AvgLumR = 0.5;

	return oColor;
}

float BlendVividLightf(float s1, float s2)
{
	float oColor;
	

** Desaturation
*/

vec4 Desaturate(in vec3 color, in float Desaturation)
{
	vec3 grayXfer = vec3(0.3, 0.59, 0.11);
	vec3 gray = vec3(dot(grayXfer, color));
