diff --git a/gopro_8:7/preset_gopro_8:7.py b/gopro_8:7/preset_gopro_8:7.py index e737154..6dcfc25 100644 --- a/gopro_8:7/preset_gopro_8:7.py +++ b/gopro_8:7/preset_gopro_8:7.py @@ -1,6 +1,20 @@ #PY <- Needed to identify # -# RozK -# Custom preset for GoPro, 8:7 ratio, without hypersmooth, output widened scaled to 4K (2160p), high bitrate + +# Fisheye removal for GoPro 11+, 8:7 ratio, without hypersmooth +# Copyright (C) 2025 Roz K +# +# This program is free software: you can redistribute it and/or modify +# it under the terms of the GNU Affero General Public License as +# published by the Free Software Foundation, either version 3 of the +# License, or (at your option) any later version. +# +# This program is distributed in the hope that it will be useful, +# but WITHOUT ANY WARRANTY; without even the implied warranty of +# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +# GNU Affero General Public License for more details. +# +# You should have received a copy of the GNU Affero General Public License +# along with this program. If not, see . adm = Avidemux() adm.videoCodec( diff --git a/gopro_8:7/unfish_gopro_8:7.glsl b/gopro_8:7/unfish_gopro_8:7.glsl index a5ae2b8..5338fea 100644 --- a/gopro_8:7/unfish_gopro_8:7.glsl +++ b/gopro_8:7/unfish_gopro_8:7.glsl @@ -1,6 +1,7 @@ #version 130 + // Fisheye removal for GoPro 11+, 8:7 ratio, without hypersmooth -// Copyright (C) 2025 Jean-Baptiste Berlioz +// Copyright (C) 2025 Roz K // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as @@ -17,14 +18,16 @@ #extension GL_ARB_texture_rectangle: enable -#define non_linear_decoding -#define rotate_180 +#define color_conversion +#define texture_filtering +//#define rotate_180 //#define debug_borders #undef highp // defined by Qt-OpenGl precision highp float; // uniforms + uniform sampler2DRect myTextureY; uniform sampler2DRect myTextureU; uniform sampler2DRect myTextureV; @@ -32,18 +35,21 @@ uniform vec2 myResolution; uniform float pts; // parameters -const vec2 sensor_size = vec2(5.949440, 5.205760); + +const vec2 sensor_size = vec2(5.949440, 5.205760); +const vec2 rectilinear_scale = vec2(1.138819, 1.0); const float equidistant_focal_length = 2.970000; const float rectilinear_focal_length = 2.167601; -const vec2 rectilinear_scale = vec2(1.138819, 1.0); // constants -const int subsampling = 4; -const vec2 subsampling_step = vec2(1.0 / float(subsampling)); -const vec2 subsampling_start = subsampling_step * 0.5 - vec2(0.5); + +const int subsampling = 8; +const vec2 subsampling_step = vec2(1.0 / float(subsampling)); +const vec2 subsampling_start = subsampling_step * 0.5 - vec2(0.5); const float subsampling_scale = 1.0 / float(subsampling * subsampling); -// variables +// reprojection + vec2 texture_center; vec2 texture_to_sensor; vec2 sensor_to_texture; @@ -57,47 +63,41 @@ void initialize() { sensor_to_texture = myResolution / sensor_size; } -vec2 equidistant_to_rectilinear(const in vec2 coord) { - float rectilinear_radius = length(coord); +vec2 equidistant_to_rectilinear(const in vec2 equidistant) { + float rectilinear_radius = length(equidistant); float rectilinear_angle = atan(rectilinear_radius / rectilinear_focal_length); float equidistant_radius = rectilinear_angle * equidistant_focal_length; - return coord * (equidistant_radius / rectilinear_radius); + return equidistant * (equidistant_radius / rectilinear_radius); } -vec3 sample_texture(const in vec2 coord) { - vec2 rectilinear = equidistant_to_rectilinear((coord - texture_center) * texture_to_sensor); - vec2 y_coord = texture_center + rectilinear * sensor_to_texture; -#ifdef debug_borders - if (y_coord.x < 0.0 || y_coord.y < 0.0 || y_coord.x > myResolution.x || y_coord.y > myResolution.y) { - return vec3(235.0 / 255.0, 240.0 / 255.0, 240.0 / 255.0); - } -#endif - vec2 uv_coord = y_coord * 0.5; - return vec3( - texture2DRect(myTextureY, y_coord).x, - texture2DRect(myTextureU, uv_coord).x, - texture2DRect(myTextureV, uv_coord).x); +// color space (https://en.wikipedia.org/wiki/Rec._709) + +#ifdef color_conversion + +const float luminance_min = 16.0 / 255.0; +const float luminance_max = 235.0 / 255.0; +const float luminance_range = luminance_max - luminance_min; + +const vec2 chroma_min = vec2( 16.0 / 255.0); +const vec2 chroma_max = vec2(240.0 / 255.0); +const vec2 chroma_range = chroma_max - chroma_min; +const vec2 chroma_center = vec2(0.5, 0.5); + +const vec3 yuv_min = vec3(luminance_min, chroma_min); +const vec3 yuv_range = vec3(luminance_range, chroma_range); +const vec3 yuv_center = vec3(0.0, chroma_center); + +float decode_luminance(const in float x) { + float y = (x - luminance_min) / luminance_range; + return (y < 0.081) ? (y / 4.5) : pow((y + 0.099) / 1.099, 1.0 / 0.45); } -#ifdef non_linear_decoding - -// https://en.wikipedia.org/wiki/Rec._709 - -#define y_min ( 16.0 / 255.0) -#define y_max (235.0 / 255.0) -#define uv_min ( 16.0 / 255.0) -#define uv_max (240.0 / 255.0) -#define y_range (y_max - y_min) -#define uv_range (uv_max - uv_min) - -const vec3 yuv_min = vec3(y_min, uv_min, uv_min); -const vec3 yuv_range = vec3(y_range, uv_range, uv_range); -const vec3 yuv_center = vec3(0.0, 0.5, 0.5); +vec2 decode_chroma(const in vec2 yz) { + return (yz - chroma_min) / chroma_range - chroma_center; +} vec3 decode_pixel(const in vec3 pixel) { - vec3 color = (pixel - yuv_min) / yuv_range - yuv_center; - float l = (color.x < 0.081) ? (color.x / 4.5) : pow((color.x + 0.099) / 1.099, 1.0 / 0.45); - return vec3(l, color.yz); + return vec3(decode_luminance(pixel.x), decode_chroma(pixel.yz)); } vec3 encode_color(const in vec3 color) { @@ -107,10 +107,88 @@ vec3 encode_color(const in vec3 color) { #else -#define decode_pixel(_pixel) _pixel -#define encode_color(_color) _color +#define decode_luminance(_x) (_x) +#define decode_chroma(_yz) (_yz) +#define decode_pixel(_pixel) (_pixel) +#define encode_color(_color) (_color) -#endif // non_linear_decoding +#endif + +// texture filtering + +#ifdef texture_filtering + +const vec2 half_pixel = vec2(0.5); + +const vec2 corner_a = vec2(0.0, 0.0) + half_pixel; +const vec2 corner_b = vec2(1.0, 0.0) + half_pixel; +const vec2 corner_c = vec2(0.0, 1.0) + half_pixel; +const vec2 corner_d = vec2(1.0, 1.0) + half_pixel; + +vec2 bilinear_params(const in vec2 coord, out vec2 a, out vec2 b, out vec2 c, out vec2 d) { + vec2 i, f = modf(coord - half_pixel, i); + a = i + corner_a; + b = i + corner_b; + c = i + corner_c; + d = i + corner_d; + return f; +} + +vec3 texture_filter(const in vec2 y_coord) { + vec2 a, b, c, d, f = bilinear_params(y_coord, a, b, c, d); + + float luminance = mix( + mix( + decode_luminance(texture2DRect(myTextureY, a).x), + decode_luminance(texture2DRect(myTextureY, b).x), + f.x), + mix( + decode_luminance(texture2DRect(myTextureY, c).x), + decode_luminance(texture2DRect(myTextureY, d).x), + f.x), + f.y); + + f = bilinear_params(y_coord * 0.5, a, b, c, d); + + vec2 chroma = mix( + mix( + decode_chroma(vec2(texture2DRect(myTextureU, a).x, texture2DRect(myTextureV, a).x)), + decode_chroma(vec2(texture2DRect(myTextureU, b).x, texture2DRect(myTextureV, b).x)), + f.x), + mix( + decode_chroma(vec2(texture2DRect(myTextureU, c).x, texture2DRect(myTextureV, c).x)), + decode_chroma(vec2(texture2DRect(myTextureU, d).x, texture2DRect(myTextureV, d).x)), + f.x), + f.y); + + return vec3(luminance, chroma); +} + +#else + +vec3 texture_filter(const in vec2 y_coord) { + vec2 uv_coord = y_coord * 0.5; + return decode_pixel(vec3( + texture2DRect(myTextureY, y_coord).x, + texture2DRect(myTextureU, uv_coord).x, + texture2DRect(myTextureV, uv_coord).x)); +} + +#endif + +vec3 texture_sample(const in vec2 equidistant) { + vec2 rectilinear = texture_center + sensor_to_texture * + equidistant_to_rectilinear((equidistant - texture_center) * texture_to_sensor); +#ifdef debug_borders + if (rectilinear.x < 0.0 || rectilinear.y < 0.0 || + rectilinear.x > myResolution.x || rectilinear.y > myResolution.y) { + return vec3(235.0 / 255.0, 240.0 / 255.0, 240.0 / 255.0); + } +#endif + return texture_filter(rectilinear); +} + +// main void main() { initialize(); @@ -119,7 +197,7 @@ void main() { for (int y = 0; y < subsampling; y++) { for (int x = 0; x < subsampling; x++) { vec2 offset = subsampling_start + subsampling_step * vec2(x, y); - color += decode_pixel(sample_texture(coord + offset)); + color += texture_sample(coord + offset); } } gl_FragColor = vec4(encode_color(color * subsampling_scale), 1.0); diff --git a/gopro_8:7/unfish_gopro_8:7.py b/gopro_8:7/unfish_gopro_8:7.py index fb848e4..2b4dd8a 100644 --- a/gopro_8:7/unfish_gopro_8:7.py +++ b/gopro_8:7/unfish_gopro_8:7.py @@ -1,5 +1,5 @@ # Fisheye removal for GoPro 11+, 8:7 ratio, without hypersmooth -# Copyright (C) 2025 Jean-Baptiste Berlioz +# Copyright (C) 2025 Roz K # # This program is free software: you can redistribute it and/or modify # it under the terms of the GNU Affero General Public License as