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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33
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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