/* Vertical scale, larger values will amplify output */ #define VSCALE 450 /* Rendering direction, either -1 (outwards) or 1 (inwards). */ #define DIRECTION 1 /* Smoothing factor, in normalized width */ #define SMOOTH 0.008 /* The `RCOL_OFF`, `LCOL_OFF` AND `LSTEP` definitions are used to calculate the `COLOR` macro definition for output. You can remove all these values any simply define the `COLOR` macro yourself. */ /* right color offset */ #define RCOL_OFF (gl_FragCoord.x / 3000) /* left color offset */ #define LCOL_OFF ((screen.x - gl_FragCoord.x) / 3000) /* vertical color step */ #define LSTEP (pos / 170) /* actual color definition */ #define COLOR vec4((0.3 + RCOL_OFF) + LSTEP, 0.6 - LSTEP, (0.3 + LCOL_OFF) + LSTEP, 1) /* outline color */ #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