updating shader
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@@ -11,7 +11,7 @@ uniform sampler1D audio_l;
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out vec4 fragment;
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#include "settings.glsl"
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#include "../wave.glsl"
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void main() {
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float os = ((texture(audio_l, gl_FragCoord.x / screen.x).r - 0.5) * AMPLIFY) + 0.5f;
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