uniform float chroma_min_saturation;
uniform float chroma_min_brightness;
uniform float chroma_softness;
- uniform float chroma_spill;
- uniform float chroma_spill_darken;
+ uniform float chroma_spill_suppress;
+ uniform float chroma_spill_suppress_saturation;
)shader"
+
if(levels)
color.rgb = LevelsControl(color.rgb, min_input, gamma, max_input, min_output, max_output);
if(csb)
- color.rgb = ContrastSaturationBrightness(color.rgb, brt, sat, con);
+ color.rgb = ContrastSaturationBrightness(color, brt, sat, con);
if(has_local_key)
color *= texture2D(local_key, gl_TexCoord[1].st).r;
if(has_layer_key)