osci-render/Source/components/VisualiserOpenGLComponent.cpp

600 wiersze
23 KiB
C++
Czysty Zwykły widok Historia

#include "../LookAndFeel.h"
#include "VisualiserOpenGLComponent.h"
VisualiserOpenGLComponent::VisualiserOpenGLComponent(VisualiserSettings& settings) : settings(settings) {
openGLContext.setRenderer(this);
openGLContext.attachTo(*this);
openGLContext.setContinuousRepainting(true);
}
void VisualiserOpenGLComponent::newOpenGLContextCreated() {
using namespace juce::gl;
juce::OpenGLHelpers::clear(juce::Colours::black);
glColorMask(true, true, true, true);
glViewport(0, 0, getWidth(), getHeight());
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
fullScreenQuad = { -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, -1.0f };
simpleShader = std::make_unique<juce::OpenGLShaderProgram>(openGLContext);
simpleShader->addVertexShader(juce::OpenGLHelpers::translateVertexShaderToV3(R""""(
attribute vec2 vertexPosition;
void main() {
gl_Position = vec4(vertexPosition, 0.0, 1.0);
}
)""""));
simpleShader->addFragmentShader(R""""(
uniform vec4 colour;
void main() {
gl_FragColor = colour;
}
)"""");
simpleShader->link();
lineShader = std::make_unique<juce::OpenGLShaderProgram>(openGLContext);
lineShader->addVertexShader(juce::OpenGLHelpers::translateVertexShaderToV3(R""""(
#define EPS 1E-6
uniform float uInvert;
uniform float uSize;
uniform float uNEdges;
uniform float uFadeAmount;
uniform float uIntensity;
uniform float uGain;
attribute vec3 aStart, aEnd;
attribute float aIdx;
varying vec4 uvl;
varying vec2 vTexCoord;
varying float vLen;
varying float vSize;
void main () {
float tang;
vec2 current;
// All points in quad contain the same data:
// segment start point and segment end point.
// We determine point position using its index.
float idx = mod(aIdx,4.0);
vec2 aStartPos = aStart.xy;
vec2 aEndPos = aEnd.xy;
float aStartBrightness = aStart.z;
float aEndBrightness = aEnd.z;
// `dir` vector is storing the normalized difference
// between end and start
vec2 dir = (aEndPos-aStartPos)*uGain;
uvl.z = length(dir);
if (uvl.z > EPS) {
dir = dir / uvl.z;
} else {
// If the segment is too short, just draw a square
dir = vec2(1.0, 0.0);
}
vSize = uSize;
float intensity = 0.015 * uIntensity / uSize;
vec2 norm = vec2(-dir.y, dir.x);
if (idx >= 2.0) {
current = aEndPos*uGain;
tang = 1.0;
uvl.x = -vSize;
uvl.w = aEndBrightness;
} else {
current = aStartPos*uGain;
tang = -1.0;
uvl.x = uvl.z + vSize;
uvl.w = aStartBrightness;
}
// `side` corresponds to shift to the "right" or "left"
float side = (mod(idx, 2.0)-0.5)*2.0;
uvl.y = side * vSize;
uvl.w *= intensity * mix(1.0-uFadeAmount, 1.0, floor(aIdx / 4.0 + 0.5)/uNEdges);
vec4 pos = vec4((current+(tang*dir+norm*side)*vSize)*uInvert,0.0,1.0);
gl_Position = pos;
vTexCoord = 0.5*pos.xy+0.5;
//float seed = floor(aIdx/4.0);
//seed = mod(sin(seed*seed), 7.0);
//if (mod(seed/2.0, 1.0)<0.5) gl_Position = vec4(10.0);
}
)""""));
lineShader->addFragmentShader(R""""(
#define EPS 1E-6
#define TAU 6.283185307179586
#define TAUR 2.5066282746310002
#define SQRT2 1.4142135623730951
uniform float uSize;
uniform float uIntensity;
uniform sampler2D uScreen;
varying float vSize;
varying vec4 uvl;
varying vec2 vTexCoord;
// A standard gaussian function, used for weighting samples
float gaussian(float x, float sigma) {
return exp(-(x * x) / (2.0 * sigma * sigma)) / (TAUR * sigma);
}
// This approximates the error function, needed for the gaussian integral
float erf(float x) {
float s = sign(x), a = abs(x);
x = 1.0 + (0.278393 + (0.230389 + 0.078108 * (a * a)) * a) * a;
x *= x;
return s - s / (x * x);
}
void main() {
float len = uvl.z;
vec2 xy = uvl.xy;
float brightness;
float sigma = vSize/5.0;
if (len < EPS) {
// If the beam segment is too short, just calculate intensity at the position.
brightness = gaussian(length(xy), sigma);
} else {
// Otherwise, use analytical integral for accumulated intensity.
brightness = erf(xy.x/SQRT2/sigma) - erf((xy.x-len)/SQRT2/sigma);
brightness *= exp(-xy.y*xy.y/(2.0*sigma*sigma))/2.0/len;
}
brightness *= uvl.w;
gl_FragColor = 2.0 * texture2D(uScreen, vTexCoord) * brightness;
gl_FragColor.a = 1.0;
}
)"""");
lineShader->link();
outputShader = std::make_unique<juce::OpenGLShaderProgram>(openGLContext);
outputShader->addVertexShader(juce::OpenGLHelpers::translateVertexShaderToV3(R""""(
attribute vec2 aPos;
varying vec2 vTexCoord;
varying vec2 vTexCoordCanvas;
uniform float uResizeForCanvas;
void main() {
gl_Position = vec4(aPos, 0.0, 1.0);
vTexCoord = (0.5 * aPos + 0.5);
vTexCoordCanvas = vTexCoord * uResizeForCanvas;
}
)""""));
outputShader->addFragmentShader(R""""(
uniform sampler2D uTexture0; //line
uniform sampler2D uTexture1; //tight glow
uniform sampler2D uTexture2; //big glow
uniform sampler2D uTexture3; //screen
uniform float uExposure;
uniform float uSaturation;
uniform vec3 uColour;
varying vec2 vTexCoord;
varying vec2 vTexCoordCanvas;
vec3 desaturate(vec3 color, float factor) {
vec3 lum = vec3(0.299, 0.587, 0.114);
vec3 gray = vec3(dot(lum, color));
return vec3(mix(color, gray, factor));
}
/* Gradient noise from Jorge Jimenez's presentation: */
/* http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare */
float gradientNoise(in vec2 uv) {
return fract(52.9829189 * fract(dot(uv, vec2(0.06711056, 0.00583715))));
}
void main() {
vec4 line = texture2D(uTexture0, vTexCoordCanvas);
// r components have grid; g components do not.
vec4 screen = texture2D(uTexture3, vTexCoord);
vec4 tightGlow = texture2D(uTexture1, vTexCoord);
vec4 scatter = texture2D(uTexture2, vTexCoord)+0.35;
float light = line.r + 1.5*screen.g*screen.g*tightGlow.r;
light += 0.4*scatter.g * (2.0+1.0*screen.g + 0.5*screen.r);
float tlight = 1.0-pow(2.0, -uExposure*light);
float tlight2 = tlight*tlight*tlight;
gl_FragColor.rgb = mix(uColour, vec3(1.0), 0.3+tlight2*tlight2*0.5)*tlight;
gl_FragColor.rgb = desaturate(gl_FragColor.rgb, 1.0 - uSaturation);
gl_FragColor.rgb += (1.0 / 255.0) * gradientNoise(gl_FragCoord.xy) - (0.5 / 255.0);
gl_FragColor.a = 1.0;
}
)"""");
outputShader->link();
texturedShader = std::make_unique<juce::OpenGLShaderProgram>(openGLContext);
texturedShader->addVertexShader(juce::OpenGLHelpers::translateVertexShaderToV3(R""""(
attribute vec2 aPos;
varying vec2 vTexCoord;
uniform float uResizeForCanvas;
void main() {
gl_Position = vec4(aPos, 0.0, 1.0);
vTexCoord = (0.5 * aPos + 0.5) * uResizeForCanvas;
}
)""""));
texturedShader->addFragmentShader(R""""(
uniform sampler2D uTexture0;
varying vec2 vTexCoord;
void main() {
gl_FragColor = texture2D(uTexture0, vTexCoord);
gl_FragColor.a = 1.0;
}
)"""");
texturedShader->link();
blurShader = std::make_unique<juce::OpenGLShaderProgram>(openGLContext);
blurShader->addVertexShader(juce::OpenGLHelpers::translateVertexShaderToV3(R""""(
attribute vec2 aPos;
varying vec2 vTexCoord;
void main() {
gl_Position = vec4(aPos, 0.0, 1.0);
vTexCoord = (0.5*aPos+0.5);
}
)""""));
blurShader->addFragmentShader(R""""(
uniform sampler2D uTexture0;
uniform vec2 uOffset;
varying vec2 vTexCoord;
void main() {
vec4 sum = vec4(0.0);
sum += texture2D(uTexture0, vTexCoord - uOffset*8.0) * 0.000078;
sum += texture2D(uTexture0, vTexCoord - uOffset*7.0) * 0.000489;
sum += texture2D(uTexture0, vTexCoord - uOffset*6.0) * 0.002403;
sum += texture2D(uTexture0, vTexCoord - uOffset*5.0) * 0.009245;
sum += texture2D(uTexture0, vTexCoord - uOffset*4.0) * 0.027835;
sum += texture2D(uTexture0, vTexCoord - uOffset*3.0) * 0.065592;
sum += texture2D(uTexture0, vTexCoord - uOffset*2.0) * 0.12098;
sum += texture2D(uTexture0, vTexCoord - uOffset*1.0) * 0.17467;
sum += texture2D(uTexture0, vTexCoord + uOffset*0.0) * 0.19742;
sum += texture2D(uTexture0, vTexCoord + uOffset*1.0) * 0.17467;
sum += texture2D(uTexture0, vTexCoord + uOffset*2.0) * 0.12098;
sum += texture2D(uTexture0, vTexCoord + uOffset*3.0) * 0.065592;
sum += texture2D(uTexture0, vTexCoord + uOffset*4.0) * 0.027835;
sum += texture2D(uTexture0, vTexCoord + uOffset*5.0) * 0.009245;
sum += texture2D(uTexture0, vTexCoord + uOffset*6.0) * 0.002403;
sum += texture2D(uTexture0, vTexCoord + uOffset*7.0) * 0.000489;
sum += texture2D(uTexture0, vTexCoord + uOffset*8.0) * 0.000078;
gl_FragColor = sum;
}
)"""");
blurShader->link();
glGenBuffers(1, &vertexBuffer);
setupTextures();
for (int i = 0; i < 1024; i++) {
xSamples.push_back(std::sin(i / 200));
ySamples.push_back(std::cos(i / 200));
zSamples.push_back(1);
}
setupArrays(xSamples.size());
}
void VisualiserOpenGLComponent::renderOpenGL() {
if (openGLContext.isActive()) {
drawLineTexture(xSamples, ySamples, zSamples);
drawCRT();
}
}
void VisualiserOpenGLComponent::openGLContextClosing() {}
void VisualiserOpenGLComponent::resized() {
using namespace juce::gl;
if (openGLContext.isAttached()) {
glViewport(0, 0, getWidth(), getHeight());
}
}
void VisualiserOpenGLComponent::setupArrays(int nPoints) {
using namespace juce::gl;
this->nPoints = nPoints;
this->nEdges = this->nPoints - 1;
// Create the quad index buffer
glGenBuffers(1, &quadIndexBuffer);
std::vector<float> indices(4 * nEdges);
for (size_t i = 0; i < indices.size(); ++i) {
indices[i] = static_cast<float>(i);
}
glBindBuffer(GL_ARRAY_BUFFER, quadIndexBuffer);
glBufferData(GL_ARRAY_BUFFER, indices.size() * sizeof(float), indices.data(), GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0); // Unbind
// Create the vertex index buffer
glGenBuffers(1, &vertexIndexBuffer);
int len = nEdges * 2 * 3;
std::vector<uint16_t> vertexIndices(len);
for (int i = 0, pos = 0; i < len;) {
vertexIndices[i++] = pos;
vertexIndices[i++] = pos + 2;
vertexIndices[i++] = pos + 1;
vertexIndices[i++] = pos + 1;
vertexIndices[i++] = pos + 2;
vertexIndices[i++] = pos + 3;
pos += 4;
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vertexIndexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, vertexIndices.size() * sizeof(uint16_t), vertexIndices.data(), GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); // Unbind
// Initialize scratch vertices
scratchVertices.resize(12 * nPoints);
}
void VisualiserOpenGLComponent::setupTextures() {
using namespace juce::gl;
// Create the framebuffer
glGenFramebuffers(1, &frameBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer);
// Create textures
lineTexture = makeTexture(1024, 1024);
blur1Texture = makeTexture(256, 256);
blur2Texture = makeTexture(256, 256);
blur3Texture = makeTexture(32, 32);
blur4Texture = makeTexture(32, 32);
// Load the screen texture from file
juce::Image screenTextureImage = juce::ImageFileFormat::loadFrom(BinaryData::noise_jpg, BinaryData::noise_jpgSize);
if (screenTextureImage.isValid()) {
screenOpenGLTexture.loadImage(screenTextureImage);
screenTexture = { screenOpenGLTexture.getTextureID(), screenTextureImage.getWidth(), screenTextureImage.getHeight() };
}
glBindFramebuffer(GL_FRAMEBUFFER, 0); // Unbind
}
Texture VisualiserOpenGLComponent::makeTexture(int width, int height) {
using namespace juce::gl;
GLuint textureID;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_FLOAT, nullptr);
// Set texture filtering and wrapping
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glGenerateMipmap(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0); // Unbind
return { textureID, width, height };
}
void VisualiserOpenGLComponent::drawLineTexture(std::vector<float>& xPoints, std::vector<float>& yPoints, std::vector<float>& zPoints) {
using namespace juce::gl;
float persistence = settings.parameters.persistenceEffect->getActualValue() - 1.33;
fadeAmount = juce::jmin(1.0, std::pow(0.5, persistence) * 0.4);
activateTargetTexture(lineTexture);
fade();
drawLine(xPoints, yPoints, zPoints);
glBindTexture(GL_TEXTURE_2D, targetTexture.value().id);
glGenerateMipmap(GL_TEXTURE_2D);
}
void VisualiserOpenGLComponent::activateTargetTexture(std::optional<Texture> texture) {
using namespace juce::gl;
if (texture.has_value()) {
glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer);
glViewport(0, 0, texture.value().width, texture.value().height);
} else {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, getWidth(), getHeight());
}
targetTexture = texture;
}
void VisualiserOpenGLComponent::setShader(juce::OpenGLShaderProgram* program) {
currentShader = program;
program->use();
}
void VisualiserOpenGLComponent::drawTexture(std::optional<Texture> texture0, std::optional<Texture> texture1, std::optional<Texture> texture2, std::optional<Texture> texture3) {
using namespace juce::gl;
glEnableVertexAttribArray(glGetAttribLocation(currentShader->getProgramID(), "aPos"));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture0.value().id);
currentShader->setUniform("uTexture0", 0);
if (texture1.has_value()) {
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture1.value().id);
currentShader->setUniform("uTexture1", 1);
}
if (texture2.has_value()) {
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, texture2.value().id);
currentShader->setUniform("uTexture2", 2);
}
if (texture3.has_value()) {
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, texture3.value().id);
currentShader->setUniform("uTexture3", 3);
}
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * fullScreenQuad.size(), fullScreenQuad.data(), GL_STATIC_DRAW);
glVertexAttribPointer(glGetAttribLocation(currentShader->getProgramID(), "aPos"), 2, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDrawArrays(GL_TRIANGLES, 0, 6);
glDisableVertexAttribArray(glGetAttribLocation(currentShader->getProgramID(), "aPos"));
if (targetTexture.has_value()) {
glBindTexture(GL_TEXTURE_2D, targetTexture.value().id);
glGenerateMipmap(GL_TEXTURE_2D);
}
}
void VisualiserOpenGLComponent::setAdditiveBlending() {
using namespace juce::gl;
glBlendFunc(GL_ONE, GL_ONE);
}
void VisualiserOpenGLComponent::setNormalBlending() {
using namespace juce::gl;
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
void VisualiserOpenGLComponent::drawLine(std::vector<float>& xPoints, std::vector<float>& yPoints, std::vector<float>& zPoints) {
using namespace juce::gl;
setAdditiveBlending();
int nPoints = xPoints.size();
for (int i = 0; i < nPoints; ++i) {
int p = i * 12;
scratchVertices[p] = scratchVertices[p + 3] = scratchVertices[p + 6] = scratchVertices[p + 9] = xPoints[i];
scratchVertices[p + 1] = scratchVertices[p + 4] = scratchVertices[p + 7] = scratchVertices[p + 10] = yPoints[i];
scratchVertices[p + 2] = scratchVertices[p + 5] = scratchVertices[p + 8] = scratchVertices[p + 11] = zPoints[i];
}
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, scratchVertices.size() * sizeof(float), scratchVertices.data(), GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
lineShader->use();
glEnableVertexAttribArray(glGetAttribLocation(lineShader->getProgramID(), "aStart"));
glEnableVertexAttribArray(glGetAttribLocation(lineShader->getProgramID(), "aEnd"));
glEnableVertexAttribArray(glGetAttribLocation(lineShader->getProgramID(), "aIdx"));
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glVertexAttribPointer(glGetAttribLocation(lineShader->getProgramID(), "aStart"), 3, GL_FLOAT, GL_FALSE, 0, 0);
glVertexAttribPointer(glGetAttribLocation(lineShader->getProgramID(), "aEnd"), 3, GL_FLOAT, GL_FALSE, 0, (void*)(12 * sizeof(float)));
glBindBuffer(GL_ARRAY_BUFFER, quadIndexBuffer);
glVertexAttribPointer(glGetAttribLocation(lineShader->getProgramID(), "aIdx"), 1, GL_FLOAT, GL_FALSE, 0, 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, screenTexture.id);
lineShader->setUniform("uScreen", 0);
float focus = settings.parameters.focusEffect->getActualValue() / 100;
lineShader->setUniform("uSize", focus);
// TODO: change gain
double mainGain = 1;
lineShader->setUniform("uGain", (GLfloat) (pow(2.0, mainGain) * 450.0 / 512.0));
bool invertXY = false;
lineShader->setUniform("uInvert", invertXY ? -1.0f : 1.0f);
// TODO: integrate sampleRate
int sampleRate = 192000;
float modifiedIntensity = settings.parameters.intensityEffect->getActualValue() / 100;
float intensity = modifiedIntensity * (41000.0f / sampleRate);
if (settings.parameters.upsamplingEnabled->getBoolValue()) {
lineShader->setUniform("uIntensity", intensity);
} else {
// TODO: filter steps
int steps = 6;
lineShader->setUniform("uIntensity", (GLfloat) (intensity * (steps + 1.5)));
}
lineShader->setUniform("uFadeAmount", fadeAmount);
lineShader->setUniform("uNEdges", nEdges);
glBindBuffer(GL_ARRAY_BUFFER, vertexIndexBuffer);
int nEdgesThisTime = xPoints.size() - 1;
glDrawElements(GL_TRIANGLES, nEdgesThisTime * 6, GL_UNSIGNED_SHORT, nullptr);
glDisableVertexAttribArray(glGetAttribLocation(lineShader->getProgramID(), "aStart"));
glDisableVertexAttribArray(glGetAttribLocation(lineShader->getProgramID(), "aEnd"));
glDisableVertexAttribArray(glGetAttribLocation(lineShader->getProgramID(), "aIdx"));
}
void VisualiserOpenGLComponent::fade() {
using namespace juce::gl;
setNormalBlending();
simpleShader->use();
glEnableVertexAttribArray(glGetAttribLocation(simpleShader->getProgramID(), "vertexPosition"));
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * fullScreenQuad.size(), fullScreenQuad.data(), GL_STATIC_DRAW);
glVertexAttribPointer(glGetAttribLocation(simpleShader->getProgramID(), "vertexPosition"), 2, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
simpleShader->setUniform("colour", 0.0f, 0.0f, 0.0f, fadeAmount);
glDrawArrays(GL_TRIANGLES, 0, 6);
glDisableVertexAttribArray(glGetAttribLocation(simpleShader->getProgramID(), "vertexPosition"));
}
void VisualiserOpenGLComponent::drawCRT() {
setNormalBlending();
activateTargetTexture(blur1Texture);
setShader(texturedShader.get());
texturedShader->setUniform("uResizeForCanvas", lineTexture.width / 1024);
drawTexture(lineTexture);
//horizontal blur 256x256
activateTargetTexture(blur2Texture);
setShader(blurShader.get());
blurShader->setUniform("uOffset", 1.0f / 256.0f, 0.0f);
drawTexture(blur1Texture);
//vertical blur 256x256
activateTargetTexture(blur1Texture);
blurShader->setUniform("uOffset", 0.0f, 1.0f / 256.0f);
drawTexture(blur2Texture);
//preserve blur1 for later
activateTargetTexture(blur3Texture);
setShader(texturedShader.get());
texturedShader->setUniform("uResizeForCanvas", 1);
drawTexture(blur1Texture);
//horizontal blur 64x64
activateTargetTexture(blur4Texture);
setShader(blurShader.get());
blurShader->setUniform("uOffset", 1.0f / 32.0f, 1.0f / 60.0f);
drawTexture(blur3Texture);
//vertical blur 64x64
activateTargetTexture(blur3Texture);
blurShader->setUniform("uOffset", -1.0f / 60.0f, 1.0f / 32.0f);
drawTexture(blur4Texture);
activateTargetTexture(std::nullopt);
setShader(outputShader.get());
float brightness = std::pow(2, settings.parameters.brightnessEffect->getActualValue() - 2);
outputShader->setUniform("uExposure", brightness);
outputShader->setUniform("uSaturation", (float) settings.parameters.saturationEffect->getActualValue());
outputShader->setUniform("uResizeForCanvas", lineTexture.width / 1024);
juce::Colour colour = juce::Colour::fromHSV(settings.parameters.saturationEffect->getActualValue() / 360.0f, 1.0, 1.0, 1.0);
outputShader->setUniform("uColour", colour.getFloatRed(), colour.getFloatGreen(), colour.getFloatBlue());
drawTexture(lineTexture, blur1Texture, blur3Texture, screenTexture);
}