uniform sampler1D tex; uniform int sz; uniform int w; out vec4 fragment; in vec4 gl_FragCoord; #undef _PRE_SMOOTHED_AUDIO #define _PRE_SMOOTHED_AUDIO 0 #include ":util/smooth.glsl" void main() { fragment = vec4(smooth_audio(tex, sz, gl_FragCoord.x / w), 0, 0, 0); }