Updated shader configs
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@@ -7,19 +7,6 @@ uniform ivec2 screen; /* screen dimensions */
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#request uniform "audio_sz" audio_sz
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uniform int audio_sz;
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/* How many frames to queue and run through the average function */
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#request setavgframes 6
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/* Whether to window frames ran through the average function (new & old frames
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are weighted less). This massively helps smoothing out spikes in the animation */
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#request setavgwindow true
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/* Gravity step, higher values means faster drops. The step is applied in a rate
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independant method like so:
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val -= (gravitystep) * (seconds per update) */
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#request setgravitystep 5.2
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/* When we transform our audio, we need to go through the following steps:
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transform -> "window"
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@@ -52,6 +39,8 @@ uniform int audio_sz;
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with 'setavgwindow'.
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*/
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#include "../graph.glsl"
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#request uniform "audio_l" audio_l
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#request transform audio_l "window"
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#request transform audio_l "fft"
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@@ -68,7 +57,6 @@ uniform sampler1D audio_r;
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out vec4 fragment;
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#include "../graph.glsl"
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#include "../util/smooth.glsl"
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/* distance from center */
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