Remove trailing spaces on shaders
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29ded51ea4
commit
fb0f83bc91
3 changed files with 137 additions and 137 deletions
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@ -23,15 +23,15 @@ void main()
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float localX = mod(fragCoord.x, cellWidth);
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float barWidth = cellWidth - 1.0;
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vec4 color = WHITE;
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if (localX <= barWidth)
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{
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float sampleX = (binIndex + 0.5)/NUM_OF_BINS;
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vec2 sampleCoord = vec2(sampleX, FFT_ROW);
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float amplitude = texture2D(iChannel0, sampleCoord).r; // Only filled the red channel, all channels left open for alternative use
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if (fragTexCoord.y < amplitude) color = BLACK;
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}
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gl_FragColor = color;
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}
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@ -21,15 +21,15 @@ void main()
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float localX = mod(fragCoord.x, cellWidth);
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float barWidth = cellWidth - 1.0;
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vec4 color = WHITE;
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if (localX <= barWidth)
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{
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float sampleX = (binIndex + 0.5)/NUM_OF_BINS;
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vec2 sampleCoord = vec2(sampleX, FFT_ROW);
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float amplitude = texture2D(iChannel0, sampleCoord).r; // Only filled the red channel, all channels left open for alternative use
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if (fragTexCoord.y < amplitude) color = BLACK;
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}
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gl_FragColor = color;
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}
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@ -21,15 +21,15 @@ void main()
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float localX = mod(fragCoord.x, cellWidth);
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float barWidth = cellWidth - 1.0;
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vec4 color = WHITE;
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if (localX <= barWidth)
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{
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float sampleX = (binIndex + 0.5)/NUM_OF_BINS;
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vec2 sampleCoord = vec2(sampleX, FFT_ROW);
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float amplitude = texture(iChannel0, sampleCoord).r; // Only filled the red channel, all channels left open for alternative use
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if (fragTexCoord.y < amplitude) color = BLACK;
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}
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finalColor = color;
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}
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