un-fisheye filter for gopro 8:7 ratio, wide fov, without hypersmooth
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# avidemux_shaders
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					# Avidemux Shaders
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Shaders for avidemux
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					Shaders for Avidemux with OpenGL support
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					```unfish_gopro_8-7_wide_hypersmooth-off.glsl```
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					Fisheye removal for GoPro, 8:7 aspect ratio, wide FOV, HyperSmooth off
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								unfish_gopro_8-7_wide_hypersmooth-off.glsl
									
									
									
									
									
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								unfish_gopro_8-7_wide_hypersmooth-off.glsl
									
									
									
									
									
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					// Adapted from https://github.com/duducosmos/defisheye
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					// (then resize to 1568x1080)
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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 float pi = 3.1415927;
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					const float input_fov = 150.0 * pi / 720.0;
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					const float output_fov = 116.0 * pi / 360.0;
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					vec2 unfish(vec2 coord) {
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					    vec2 center = myResolution * 0.5;
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					    vec2 pos = coord - center;
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					    float rd = length(pos);
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					    float diameter = sqrt(dot(myResolution, myResolution));
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					    return center + pos * ((diameter / (2.0 * sin(input_fov))) * sin(atan(rd / (diameter / (2.0 * tan(output_fov)))) * 0.5) / rd);
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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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