// the purpose of this buffer is too smooth out the sudden changes in the fft void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 uv = fragCoord.xy / iResolution.xy; float old = texture(iChannel1, uv).x; float new = texture(iChannel0, uv).x; fragColor = vec4(mix(old, new, new > old ? .4 : .04)); }