diff --git a/shaders/bars.glsl b/shaders/bars.glsl index d374f81..170ba14 100644 --- a/shaders/bars.glsl +++ b/shaders/bars.glsl @@ -20,3 +20,4 @@ #define INVERT 0 /* Smoothing factor, in normalized width */ #define SMOOTH 0.025 + diff --git a/shaders/graph.glsl b/shaders/graph.glsl index d017bd7..b92b081 100644 --- a/shaders/graph.glsl +++ b/shaders/graph.glsl @@ -22,13 +22,3 @@ #define OUTLINE vec4(0.15, 0.15, 0.15, 1) /* 1 to invert (vertically), 0 otherwise */ #define INVERT 0 -/* How many frames to queue and run through the average function */ -#request setavgframes 6 -/* Whether to window frames ran through the average function (new & old frames - are weighted less). This massively helps smoothing out spikes in the animation */ -#request setavgwindow true -/* Gravity step, higher values means faster drops. The step is applied in a rate - independant method like so: - - val -= (gravitystep) * (seconds per update) */ -#request setgravitystep 5.2 diff --git a/shaders/radial.glsl b/shaders/radial.glsl index df3372b..e701b0b 100644 --- a/shaders/radial.glsl +++ b/shaders/radial.glsl @@ -23,13 +23,3 @@ #define INVERT 0 /* Smoothing factor, in normalized width */ #define SMOOTH 0.025 -/* How many frames to queue and run through the average function */ -#request setavgframes 6 -/* Whether to window frames ran through the average function (new & old frames - are weighted less). This massively helps smoothing out spikes in the animation */ -#request setavgwindow true -/* Gravity step, higher values means faster drops. The step is applied in a rate - independant method like so: - - val -= (gravitystep) * (seconds per update) */ -#request setgravitystep 5.2