diff --git a/src/music/features/visualizer/Renderer.ts b/src/music/features/visualizer/Renderer.ts
index 3bb5191..4287b4e 100644
--- a/src/music/features/visualizer/Renderer.ts
+++ b/src/music/features/visualizer/Renderer.ts
@@ -5,7 +5,7 @@ import { Cube } from "./cube";
 import vertexSource from "./shaders/vertices.glsl";
 import fragmentSource from "./shaders/fragments.glsl";
 
-const ROTATION_SPEED = 0.25;
+const ROTATION_SPEED = 0.0;
 const BACKGROUND_COLOR = [0.0588235294118, 0.0588235294118, 0.0588235294118];
 
 class RendererError extends Error {}
diff --git a/src/music/features/visualizer/shaders/vertices.glsl b/src/music/features/visualizer/shaders/vertices.glsl
index 93f65e1..92f8a63 100644
--- a/src/music/features/visualizer/shaders/vertices.glsl
+++ b/src/music/features/visualizer/shaders/vertices.glsl
@@ -26,11 +26,9 @@ void main() {
   // they should align to the X axis.
   float instanceX =
       float(gl_InstanceID * 2) * abs(aVertexPosition.x) + aVertexPosition.x;
-  // Since we want to scale the boxes by their frequencies, make the Y
-  // positions of any vertices that are > 0 (1, because this is a
-  // cube) = the height of the frequency.
-  float vertexY =
-      aVertexPosition.y > 0.0 ? aVertexPosition.y * aHeight : aVertexPosition.y;
+  // To scale the boxes by their frequencies, scale vertex Y by the
+  // frequency.
+  float vertexY = aVertexPosition.y * aHeight;
 
   gl_Position = uProjectionMatrix * uModelViewMatrix *
                 vec4(instanceX, vertexY, aVertexPosition.zw);