 		}
 
 		float4 plot (float2 uv, float2 screenPos, float y, float absScoreResult)
-		{
-			const float edge = 0.025 * absScoreResult;
+		{				
+			const float edge = absScoreResult / 20.;
 			
 			if (isnan(y))
 				return float4(0., 0., 0., 0.);
 		
-		    float dist = abs(uv.y - y);
-			
-			if (isnan(dist))
+		    float ydist = abs(uv.y - y);
+			
+			if (isnan(ydist))
 				return float4(0., 0., 0., 0.);
 
-		    if (dist < edge)
+		    if (ydist < edge)
 		    {
-		    	float v = noise(screenPos) + 1.;
+		    	float n = noise(screenPos);
+		    	float v = n > .3 ? n + 1.: 0.;
 		        return float4(v, v, v, v);
 		    }
 


		float noise (float2 p)
		{
			p *= 200.;
		    float2 i = floor(p);
		    float2 f = frac(p);
		    f *= f * (3.0 - 2.0 * f);

		float _ValA;
		float _ValB;
		float _Score;
		float _FuncInterpolA;
		float _FuncInterpolB;
		float _FuncInterpolResult;
		
		float Hash (float2 p)
		{
