Fix waveform being offsync
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@@ -22,7 +22,8 @@ float getAmplitude(vec2 pixel) {
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float pixelID = floor((pixel.y+pixelOffset)/3.0);
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// TODO: INVESTIGATE THE 1.+ AND WHY IT WORKS (SRSLY I GOT NO CLUE) -lunar
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vec2 wavePixel = vec2(mod(pixelID, waveformSize.x), 1.0+floor(pixelID/waveformSize.x));
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// Somehow using 0.999 instead of 1.0 fixes weird glitches on some systems -Ne_Eo
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vec2 wavePixel = vec2(mod(pixelID, waveformSize.x), 0.999+floor(pixelID/waveformSize.x));
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vec4 waveData = texture2D(waveformTexture, wavePixel / waveformSize);
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int id = int(mod(wavePixel.x, 3.0));
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