@@ -9,16 +9,18 @@ const float mthick = 0.05;
99const float mtiltfac = 0.125 ;
1010
1111void fragment () {
12- vec4 b = texture (audiosample , UV + vec2 (- (UV .y - 0.5 )* mtiltfac , 0.0 ));
13- vec4 c = texture (audiosample , UV + vec2 ((UV .y - 0.5 )* mtiltfac , 0.0 ));
14- float s = (b .r + c .g )/ 2.0 ;
15- COLOR = vec4 (0.1 + max (s ,0.0 )* cfac , 0.1 , 0.1 + max (- s ,0.0 )* cfac , 1.0 );
12+ vec4 b = texture (audiosample , UV + vec2 (- (UV .y - 0.5 ) * mtiltfac , 0.0 ));
13+ vec4 c = texture (audiosample , UV + vec2 ((UV .y - 0.5 ) * mtiltfac , 0.0 ));
14+ float s = (b .r + c .g ) / 2.0 ;
15+ COLOR = vec4 (0.1 + max (s , 0.0 ) * cfac , 0.1 , 0.1 + max (- s , 0.0 ) * cfac , 1.0 );
1616
17- vec4 a = texture (audiosample , UV );
18- float dr = abs (UV .y * 2.0 - 1.0 - (a .r + mdisp )* mfac );
19- float dg = abs (UV .y * 2.0 - 1.0 - (a .g - mdisp )* mfac );
20- if (dg < mthick )
21- COLOR = vec4 (1.0 ,1.0 ,0.9 ,1.0 );
22- else if (dr < mthick )
23- COLOR = vec4 (0.8 ,0.8 ,0.9 ,1.0 );
17+ vec4 a = texture (audiosample , UV );
18+ float dr = abs (UV .y * 2.0 - 1.0 - (a .r + mdisp ) * mfac );
19+ float dg = abs (UV .y * 2.0 - 1.0 - (a .g - mdisp ) * mfac );
20+
21+ if (dg < mthick ) {
22+ COLOR = vec4 (1.0 , 1.0 , 0.9 , 1.0 );
23+ } else if (dr < mthick ) {
24+ COLOR = vec4 (0.8 , 0.8 , 0.9 , 1.0 );
25+ }
2426}
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