diff --git a/gopro_8:7/unfish_gopro_8:7.glsl b/gopro_8:7/unfish_gopro_8:7.glsl index e683006..85ef185 100644 --- a/gopro_8:7/unfish_gopro_8:7.glsl +++ b/gopro_8:7/unfish_gopro_8:7.glsl @@ -5,34 +5,61 @@ #extension GL_ARB_texture_rectangle: enable +// TODO: investigate +// precision highp float; + +// uniforms 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 vec2 input_scale = vec2(0.652485, 1.0); +// parameters const float input_fov = 156.0; -const float output_fov = 119.789529; +const float output_fov = 124.45; +const vec2 pixel_scale = vec2(0.652485, 1.0); +const int subsampling = 4; -vec2 unfish(vec2 coord) { - float diameter = sqrt(dot(myResolution, myResolution)); - vec2 center = myResolution * 0.5; - vec2 input_position = (coord - center) * input_scale; - float input_distance = length(input_position); - float input_len = diameter / radians(input_fov); - float output_len = diameter / (2.0 * tan(radians(output_fov) * 0.5)); - float unfish_ratio = input_len * atan(input_distance / output_len) / input_distance; - return center + input_position * unfish_ratio; +// subsampling constants +const float substep = 1.0 / float(subsampling); +const float substart = substep * 0.5 - 0.5; +const float subscale = 1.0 / float(subsampling * subsampling); + +// variables +vec2 center; +float diameter; +float input_len; +float inv_output_len; + +vec4 unfish(const in vec2 coord) { + float len = max(0.001, length(coord)); + vec2 y_coord = center + (coord * pixel_scale) * ((input_len / len) * atan(len * inv_output_len)); + vec2 uv_coord = y_coord * 0.5; + return vec4( + texture2DRect(myTextureY, y_coord).r, + texture2DRect(myTextureU, uv_coord).r, + texture2DRect(myTextureV, uv_coord).r, + 1.0 + ); } 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); + center = myResolution * 0.5; + diameter = length(myResolution); + input_len = diameter / radians(input_fov); + inv_output_len = (2.0 * tan(radians(output_fov * 0.5))) / diameter; + + vec2 coord = gl_TexCoord[0].xy - center; + vec4 pixel = vec4(0.0, 0.0, 0.0, 0.0); + + float x, y = substart; + for (int column = 0; column < subsampling; column++, y += substep) { + x = substart; + for (int row = 0; row < subsampling; row++, x += substep) { + pixel += unfish(coord + vec2(x, y)); + } + } + + gl_FragColor = pixel * subscale; }