cleanup: moving and renaming
This commit is contained in:
		
							
								
								
									
										36
									
								
								gopro_8:7/unfish_gopro_8:7.glsl
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										36
									
								
								gopro_8:7/unfish_gopro_8:7.glsl
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,36 @@
 | 
			
		||||
// RozK
 | 
			
		||||
// Fisheye removal for GoPro 11+, 8:7 ratio, without hypersmooth
 | 
			
		||||
// Adapted from https://github.com/duducosmos/defisheye
 | 
			
		||||
// itself based on http://www.fmwconcepts.com/imagemagick/defisheye/index.php
 | 
			
		||||
 | 
			
		||||
#extension GL_ARB_texture_rectangle: enable
 | 
			
		||||
 | 
			
		||||
uniform sampler2DRect myTextureY;
 | 
			
		||||
uniform sampler2DRect myTextureU;
 | 
			
		||||
uniform sampler2DRect myTextureV;
 | 
			
		||||
uniform vec2 myResolution;
 | 
			
		||||
uniform float pts;
 | 
			
		||||
 | 
			
		||||
const vec2 half_pixel = vec2(0.5, 0.5);
 | 
			
		||||
 | 
			
		||||
const float input_fov = 156.0;
 | 
			
		||||
const float output_fov = 119.789529;
 | 
			
		||||
 | 
			
		||||
vec2 unfish(vec2 coord) {
 | 
			
		||||
    float diameter = sqrt(dot(myResolution, myResolution));
 | 
			
		||||
    vec2 center = myResolution * 0.5;
 | 
			
		||||
    vec2 position = coord - center;
 | 
			
		||||
    float input_distance = length(position);
 | 
			
		||||
    float input_foc = diameter / radians(input_fov);
 | 
			
		||||
    float output_foc = diameter / (2.0 * tan(radians(output_fov) * 0.5));
 | 
			
		||||
    return center + position * (input_foc * atan(input_distance / output_foc) / input_distance);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void main() {
 | 
			
		||||
    vec2 y_coord = unfish(gl_TexCoord[0].xy + half_pixel);
 | 
			
		||||
    vec2 uv_coord = y_coord * 0.5;
 | 
			
		||||
    vec4 y = texture2DRect(myTextureY, y_coord);
 | 
			
		||||
    vec4 u = texture2DRect(myTextureU, uv_coord);
 | 
			
		||||
    vec4 v = texture2DRect(myTextureV, uv_coord);
 | 
			
		||||
    gl_FragColor = vec4(y.r, u.r, v.r, 1.0);
 | 
			
		||||
}
 | 
			
		||||
		Reference in New Issue
	
	Block a user