    return ((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F;
 }
 
+#ifndef GL_ES
 vec3 ColorCorrection(vec3 color, sampler3D lut)
 {
     float lutSize = 16.0;

// Adapted: http://callumhay.blogspot.com/2010/09/gaussian-blur-shader-glsl.html
vec4 GaussianBlur(int blurKernelSize, vec2 blurDir, vec2 blurRadius, float sigma, sampler2D texSampler, vec2 texCoord)
{
    int blurKernelSizeHalfSize = blurKernelSize / 2;

    // Incremental Gaussian Coefficent Calculation (See GPU Gems 3 pp. 877 - 889)
    vec3 gaussCoeff;

    float offset = 1.0 / (2.0 * lutSize);
    return texture3D(lut, clamp(color, 0.0, 1.0) * scale + offset).rgb;
}
#endif

const float Gamma = 2.2;
const float InverseGamma = 1.0 / 2.2;
