shader cleanup
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		@ -1,5 +1,6 @@
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// RozK
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					// RozK
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// Adapted from https://github.com/duducosmos/defisheye,
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					// Fisheye removal for GoPro 11+, 8:7 ratio, without hypersmooth
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					// Adapted from https://github.com/duducosmos/defisheye
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// itself based on http://www.fmwconcepts.com/imagemagick/defisheye/index.php
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					// itself based on http://www.fmwconcepts.com/imagemagick/defisheye/index.php
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#extension GL_ARB_texture_rectangle: enable
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					#extension GL_ARB_texture_rectangle: enable
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@ -11,18 +12,17 @@ uniform vec2 myResolution;
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uniform float pts;
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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 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 = 156.0;
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					const float input_fov = 156.0;
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const float output_fov = 120.0;
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					const float output_fov = 119.789529;
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vec2 unfish(vec2 coord) {
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					vec2 unfish(vec2 coord) {
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    float diameter = sqrt(dot(myResolution, myResolution));
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					    float diameter = sqrt(dot(myResolution, myResolution));
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    vec2 center = myResolution * 0.5;
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					    vec2 center = myResolution * 0.5;
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    vec2 position = coord - center;
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					    vec2 position = coord - center;
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    float input_distance = length(position);
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					    float input_distance = length(position);
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    float input_foc = diameter * 180.0 / (input_fov * pi);
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					    float input_foc = diameter / radians(input_fov);
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    float output_foc = diameter / (2.0 * tan(output_fov * pi / 360.0));
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					    float output_foc = diameter / (2.0 * tan(radians(output_fov) * 0.5));
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    return center + position * (input_foc * atan(input_distance / output_foc) / input_distance);
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					    return center + position * (input_foc * atan(input_distance / output_foc) / input_distance);
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}
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					}
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