Pixel filtering shader issue. (SkyMaterial with texture2D)

I ended up with smth more complicated but it looks like the right way.

    vec4 nightSkyColor = vec4(0.0);

    vec4 desaturated = generic_desaturate(color.rgb, 1.0);
    desaturated *= 35.0; // 35 for darkness blend coeff
    desaturated = pow(desaturated, vec4(0.1)); /// 0.1 for transition coeff
    vec4 saturated = clamp(desaturated, 0.0,1.0);
    saturated = 1.0 - saturated;
    nightSkyColor = texture;
    nightSkyColor*=saturated;
    color+=nightSkyColor;
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