4:3 output ratio
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@ -35,6 +35,7 @@ uniform float pts;
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const vec2 sensor_size = vec2(5.949440, 5.205760);
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const float equidistant_focal_length = 2.970000;
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const float rectilinear_focal_length = 2.167601;
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const vec2 rectilinear_scale = vec2(1.138819, 1.0);
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// constants
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const int subsampling = 4;
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@ -49,7 +50,7 @@ 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_size / myResolution;
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texture_to_sensor = (sensor_size / myResolution) * rectilinear_scale;
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#ifdef rotate_180
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texture_to_sensor *= -1.0;
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#endif
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@ -68,7 +69,7 @@ vec3 sample_texture(const in vec2 coord) {
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vec2 y_coord = texture_center + rectilinear * sensor_to_texture;
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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 vec3(16.0 / 255.0, 0.5, 0.5);
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return vec3(235.0 / 255.0, 240.0 / 255.0, 240.0 / 255.0);
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}
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#endif
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vec2 uv_coord = y_coord * 0.5;
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