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