Do a double frequency spectrum instead of a single one
Just looks nicer in its current iteration
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@ -5,7 +5,7 @@ import { Cube } from "./cube";
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import vertexSource from "./shaders/vertices.glsl";
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import fragmentSource from "./shaders/fragments.glsl";
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const ROTATION_SPEED = 0.25;
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const ROTATION_SPEED = 0.0;
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const BACKGROUND_COLOR = [0.0588235294118, 0.0588235294118, 0.0588235294118];
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class RendererError extends Error {}
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@ -26,11 +26,9 @@ void main() {
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// they should align to the X axis.
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float instanceX =
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float(gl_InstanceID * 2) * abs(aVertexPosition.x) + aVertexPosition.x;
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// Since we want to scale the boxes by their frequencies, make the Y
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// positions of any vertices that are > 0 (1, because this is a
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// cube) = the height of the frequency.
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float vertexY =
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aVertexPosition.y > 0.0 ? aVertexPosition.y * aHeight : aVertexPosition.y;
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// To scale the boxes by their frequencies, scale vertex Y by the
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// frequency.
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float vertexY = aVertexPosition.y * aHeight;
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gl_Position = uProjectionMatrix * uModelViewMatrix *
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vec4(instanceX, vertexY, aVertexPosition.zw);
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