Changed FFT scaling to use native code and requests
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@@ -91,9 +91,6 @@ void render_side(in sampler1D tex, float idx) {
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s *= clamp((abs((screen.x / 2) - gl_FragCoord.x) / screen.x) * 48, 0.0F, 1.0F);
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s *= clamp((min(gl_FragCoord.x, screen.x - gl_FragCoord.x) / screen.x) * 48, 0.0F, 1.0F);
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/* amplify higher frequencies */
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s *= 1 + BDIST;
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/* and finally set fragment color if we are in range */
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#if INVERT > 0
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float pos = float(screen.y) - gl_FragCoord.y;
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