fisheye removel for 4:3 max superview
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38
gopro_4:3_maxlens/unfish_gopro_4:3_maxlens.glsl
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38
gopro_4:3_maxlens/unfish_gopro_4:3_maxlens.glsl
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// RozK
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// Fisheye removal for GoPro 11+, 4:3 ratio, Max SuperView, without hypersmooth
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// Adapted from https://github.com/duducosmos/defisheye
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// itself based on http://www.fmwconcepts.com/imagemagick/defisheye/index.php
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#extension GL_ARB_texture_rectangle: enable
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uniform sampler2DRect myTextureY;
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uniform sampler2DRect myTextureU;
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uniform sampler2DRect myTextureV;
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uniform vec2 myResolution;
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uniform float pts;
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const vec2 half_pixel = vec2(0.5, 0.5);
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const vec2 input_scale = vec2(0.602294, 1.0);
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const float input_fov = 169.0;
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const float output_fov = 122.604854;
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vec2 unfish(vec2 coord) {
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float diameter = sqrt(dot(myResolution, myResolution));
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vec2 center = myResolution * 0.5;
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vec2 input_position = (coord - center) * input_scale;
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float input_distance = length(input_position);
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float input_len = diameter / radians(input_fov);
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float output_len = diameter / (2.0 * tan(radians(output_fov) * 0.5));
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float unfish_ratio = input_len * atan(input_distance / output_len) / input_distance;
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return center + input_position * unfish_ratio;
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}
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void main() {
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vec2 y_coord = unfish(gl_TexCoord[0].xy + half_pixel);
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vec2 uv_coord = y_coord * 0.5;
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vec4 y = texture2DRect(myTextureY, y_coord);
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vec4 u = texture2DRect(myTextureU, uv_coord);
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vec4 v = texture2DRect(myTextureV, uv_coord);
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gl_FragColor = vec4(y.r, u.r, v.r, 1.0);
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}
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