low detail move conssitent
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@@ -62,15 +62,6 @@ void highDetailWaveform(vec2 pixel, float amplitude, float ampwidth) {
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gl_FragColor = vec4(vec3(gradientColor * mix(0.5, .8, amplitude))*openfl_Alphav, openfl_Alphav);
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/*
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const float shineSize = 20.;
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if (pixel.y+pixelOffset<playerPosition && (pixel.y+pixelOffset+shineSize)>playerPosition) {
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float shineness = abs(1.-(playerPosition-(pixel.y+pixelOffset))/shineSize);
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gl_FragColor.rgb = mix(gl_FragColor.rgb , vec3(209./255., 10./255., 196./255.), map(shineness, 0., 1., 0., .4));
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}
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*/
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float lastAmplitude = getAmplitude(pixel - vec2(0., -1.));
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float lastAmpwidth = (1.-lastAmplitude) * textureRes.x;
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@@ -91,7 +82,7 @@ void highDetailWaveform(vec2 pixel, float amplitude, float ampwidth) {
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void lowDetailWaveform(vec2 pixel, float amplitude, float ampwidth) {
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if (inWaveForm(pixel, ampwidth)) {
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vec3 color = lowdetailcol;
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color *= pixel.y+pixelOffset>playerPosition ? .6 : 1.;
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color *= pixel.y+pixelOffset>playerPosition ? .7 : 1.;
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gl_FragColor = vec4(color, 1.);
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}
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