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

** Hue, saturation, luminance
*/

vec3 RGBToHSL(vec3 color)
{
	vec3 hsl; // init to 0 to avoid warnings ? (and reverse if + remove first part)
	

	return oColor;
}

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