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)