frame widening maths, cleanup
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@ -9,7 +9,6 @@
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// #define debug_borders
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// uniforms
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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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@ -17,42 +16,41 @@ uniform vec2 myResolution;
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uniform float pts;
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// parameters
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const vec2 sensor_dimensions = vec2(5.949440, 5.205760);
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const float fisheye_focal_length = 2.92;
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const float rectilinear_focal_length = 2.102263;
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const vec2 sensor_size = vec2(5.949440, 5.205760);
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const vec2 pixel_scale = vec2(0.871558, 1.0);
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const int subsampling = 4;
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const float equidistant_focal_length = 2.920000;
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const float rectilinear_focal_length = 2.102263;
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// constants
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const float subsampling_step = 1.0 / float(subsampling);
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const float subsampling_start = subsampling_step * 0.5 - 0.5;
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const float subsampling_denominator = 1.0 / float(subsampling * subsampling);
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const int subsampling = 4;
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const vec2 subsampling_step = vec2(1.0 / float(subsampling));
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const vec2 subsampling_start = subsampling_step * 0.5 - vec2(0.5);
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const float subsampling_scale = 1.0 / float(subsampling * subsampling);
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// variables
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vec2 texture_center;
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vec2 texture_to_sensor;
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vec2 sensor_to_texture;
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void initialize() {
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texture_center = myResolution * 0.5;
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texture_to_sensor = (sensor_dimensions / myResolution) * pixel_scale;
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sensor_to_texture = (myResolution / sensor_dimensions);
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texture_to_sensor = (sensor_size / myResolution) * pixel_scale;
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sensor_to_texture = (myResolution / sensor_size);
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}
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vec2 unfish_coord(const in vec2 coord) {
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float rectilinear_distance = length(coord);
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float rectilinear_angle = atan(rectilinear_distance / rectilinear_focal_length);
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float fisheye_distance = rectilinear_angle * fisheye_focal_length;
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return coord * (fisheye_distance / rectilinear_distance);
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float rectilinear_radius = length(coord);
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float rectilinear_angle = atan(rectilinear_radius / rectilinear_focal_length);
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float equidistant_radius = rectilinear_angle * equidistant_focal_length;
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return coord * (equidistant_radius / rectilinear_radius);
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}
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vec4 unfish_pixel(const in vec2 coord) {
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vec2 unfished = unfish_coord((coord - texture_center) * texture_to_sensor);
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vec2 y_coord = texture_center + unfished * sensor_to_texture;
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// y_coord.y = coord.y;
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#ifdef debug_borders
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if (y_coord.x < 0.0 || y_coord.y < 0.0 || y_coord.x > myResolution.x || y_coord.y > myResolution.y) {
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return vec4(1.0, 1.0, 1.0, 1.0);
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@ -74,13 +72,12 @@ void main() {
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vec2 coord = gl_TexCoord[0].xy;
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vec4 pixel = vec4(0.0, 0.0, 0.0, 0.0);
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float x, y = subsampling_start;
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for (int column = 0; column < subsampling; column++, y += subsampling_step) {
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x = subsampling_start;
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for (int row = 0; row < subsampling; row++, x += subsampling_step) {
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pixel += unfish_pixel(coord + vec2(x, y));
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for (int y = 0; y < subsampling; y++) {
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for (int x = 0; x < subsampling; x++) {
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vec2 offset = subsampling_start + subsampling_step * vec2(x, y);
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pixel += unfish_pixel(coord + offset);
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}
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}
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gl_FragColor = pixel * subsampling_denominator;
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gl_FragColor = pixel * subsampling_scale;
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}
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