"#ifdef USESATURATION\n"
" //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
" myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
-" //gl_FragColor = vec3(y, y, y) + (gl_FragColor.rgb - vec3(y, y, y)) * Saturation;\n"
-" gl_FragColor.rgb = mix(vec3(y, y, y), gl_FragColor.rgb, Saturation);\n" // TODO: test this on ATI
+" //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
+" gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n" // TODO: test this on ATI
"#endif\n"
"\n"
"#ifdef USEGAMMARAMPS\n"