diff --git a/render.c b/render.c index 29304e6..edc241e 100644 --- a/render.c +++ b/render.c @@ -672,9 +672,9 @@ struct renderer* rd_new(const char** paths, const char* entry, const char* force .ur = 1.0F, .print_fps = true, .bufscale = 1, - .avg_frames = 4, + .avg_frames = 6, .avg_window = true, - .gravity_step = 0.1, + .gravity_step = 4.2, .interpolate = true, .force_geometry = false, .smooth_distance = 0.01, diff --git a/shaders/bars.glsl b/shaders/bars.glsl index 35f9a09..d374f81 100644 --- a/shaders/bars.glsl +++ b/shaders/bars.glsl @@ -20,13 +20,3 @@ #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 4.2