/* Request transforms and basic uniforms to assert nothing here breaks */ #include ":util/smooth.glsl" in vec4 gl_FragCoord; #request uniform "screen" screen uniform ivec2 screen; #request uniform "audio_sz" audio_sz uniform int audio_sz; #request uniform "audio_l" audio_l #request transform audio_l "window" #request transform audio_l "fft" #request transform audio_l "gravity" #request transform audio_l "avg" uniform sampler1D audio_l; #request uniform "audio_r" audio_r #request transform audio_r "window" #request transform audio_r "fft" #request transform audio_r "gravity" #request transform audio_r "avg" uniform sampler1D audio_r; out vec4 fragment; void main() { float dummy_result0 = smooth_audio(audio_l, audio_sz, gl_FragCoord.x / float(screen.x)); float dummy_result1 = smooth_audio(audio_r, audio_sz, gl_FragCoord.x / float(screen.x)); fragment = vec4(1.0, 0, 0, float(1) / float(3)); }