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20
README.md
20
README.md
@ -2,12 +2,24 @@
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Shaders for Avidemux with OpenGL support
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Shaders for Avidemux with OpenGL support
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## GoPro fisheye removal
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## GoPro fisheye removal v2.0
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### gopro_8:7 - Fisheye removal for GoPro 11+, 8:7 ratio, 4K, HyperSmooth off
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### gopro_8:7 - Fisheye removal for GoPro 11+, 8:7 ratio, 4K, HyperSmooth off
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#### What's new
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- New method based on sensor size and focal length
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- Accurate frame widening
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- Fisheye aware subsampling
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- Rec.709 colorspace conversion _(requires to patch and rebuild Avidemux)_
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#### Content
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- avidemux.patch
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A patch to use GL_NEAREST instead of GL_LINEAR for the luminance channel (the shader is implementing bilinear interpolation with colorspace conversion).
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- unfish_gopro_8:7.py
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- unfish_gopro_8:7.py
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Script to compute the parameters
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Script to compute the parameters
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@ -15,9 +27,9 @@ Script to compute the parameters
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Shader for fisheye removal
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Shader for fisheye removal
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- preset_gopro_8:7.py
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- preset_gopro_8:7.py
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Preset for mp4, 4K, high quality
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Preset for mp4, 4K, high quality compression
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### Installation for BSD/GNU-Linux systems:
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#### Installation for BSD/GNU-Linux systems:
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- Copy the preset into ~/.avidemux6/custom or ~/.local/share/avidemux6/custom
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- Copy the preset into ~/.avidemux6/custom or ~/.local/share/avidemux6/custom
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- Copy the shader into /opt/rk/avidemux (or edit the preset to set the path)
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- Copy the shader into /opt/rk/avidemux (or edit the preset to set the path)
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@ -26,7 +38,7 @@ Or just run the script install_gopro_8:7.sh
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_For commercial OS's, figure out the paths yourself, then edit the preset to fix the path to the .glsl file_
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_For commercial OS's, figure out the paths yourself, then edit the preset to fix the path to the .glsl file_
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### Usage:
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#### Usage:
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- Load and edit video(s)
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- Load and edit video(s)
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- Select "Custom/preset_gopro_8:7" in the menu
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- Select "Custom/preset_gopro_8:7" in the menu
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28
gopro_8:7/avidemux.patch
Normal file
28
gopro_8:7/avidemux.patch
Normal file
@ -0,0 +1,28 @@
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From 42e283d8b7c5d950ff81cff788398665410bcd6b Mon Sep 17 00:00:00 2001
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Message-Id: <42e283d8b7c5d950ff81cff788398665410bcd6b.1759271917.git.roz@rozk.net>
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From: Roz K <roz@rozk.net>
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Date: Wed, 1 Oct 2025 00:38:19 +0200
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Subject: [PATCH] OpenGL: use nearest interpolation filter for Y texture
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---
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avidemux/qt4/ADM_openGL/src/ADM_openGl.cpp | 4 ++--
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1 file changed, 2 insertions(+), 2 deletions(-)
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diff --git a/avidemux/qt4/ADM_openGL/src/ADM_openGl.cpp b/avidemux/qt4/ADM_openGL/src/ADM_openGl.cpp
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index ea389a1e6..b97a2034f 100644
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--- a/avidemux/qt4/ADM_openGL/src/ADM_openGl.cpp
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+++ b/avidemux/qt4/ADM_openGL/src/ADM_openGl.cpp
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@@ -236,8 +236,8 @@ void ADM_coreQtGl::uploadAllPlanes(ADMImage *image)
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glBindTexture(GL_TEXTURE_RECTANGLE_NV, texName[xplane]); // Use tex engine "texNum"
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glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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- glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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- glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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+ glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, plane == PLANAR_Y ? GL_NEAREST : GL_LINEAR);
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+ glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, plane == PLANAR_Y ? GL_NEAREST : GL_LINEAR);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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int pitch = (nbComponents == 1)? image->GetPitch(plane) : ALIGNX(image->GetWidth(plane),16); // ???
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--
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2.39.5
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@ -101,16 +101,9 @@ adm.videoCodec(
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"ratecontrol.lookahead=40")
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"ratecontrol.lookahead=40")
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adm.addVideoFilter(
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adm.addVideoFilter(
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"shaderLoader", "shaderFile=/opt/rk/avidemux/unfish_gopro_8:7.glsl")
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"shaderLoader", "shaderFile=/opt/rk/avidemux/unfish_gopro_8:7.glsl")
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adm.addVideoFilter(
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"crop",
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"top=80",
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"bottom=0",
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"left=0",
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"right=0",
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"ar_select=0")
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adm.addVideoFilter(
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adm.addVideoFilter(
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"swscale",
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"swscale",
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"width=2880",
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"width=2832",
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"height=2160",
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"height=2160",
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"algo=2",
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"algo=2",
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"sourceAR=0",
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"sourceAR=0",
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@ -20,7 +20,7 @@
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#define color_conversion
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#define color_conversion
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#define texture_filtering
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#define texture_filtering
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#define rotate_180
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//#define rotate_180
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//#define debug_borders
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//#define debug_borders
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#undef highp // defined by Qt-OpenGl
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#undef highp // defined by Qt-OpenGl
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@ -37,9 +37,9 @@ uniform float pts;
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// parameters
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// parameters
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const vec2 sensor_size = vec2(5.949440, 5.205760);
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const vec2 sensor_size = vec2(5.949440, 5.205760);
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const vec2 rectilinear_scale = vec2(1.138819, 1.0);
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const vec2 rectilinear_scale = vec2(1.147370, 1.0);
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const float equidistant_focal_length = 2.970000;
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const float equidistant_focal_length = 2.920000;
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const float rectilinear_focal_length = 2.167601;
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const float rectilinear_focal_length = 2.102263;
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// constants
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// constants
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@ -78,39 +78,30 @@ const float luminance_min = 16.0 / 255.0;
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const float luminance_max = 235.0 / 255.0;
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const float luminance_max = 235.0 / 255.0;
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const float luminance_range = luminance_max - luminance_min;
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const float luminance_range = luminance_max - luminance_min;
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const vec2 chroma_min = vec2( 16.0 / 255.0);
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const vec2 chroma_max = vec2(240.0 / 255.0);
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const vec2 chroma_range = chroma_max - chroma_min;
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const vec2 chroma_center = vec2(0.5, 0.5);
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const vec3 yuv_min = vec3(luminance_min, chroma_min);
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const vec3 yuv_range = vec3(luminance_range, chroma_range);
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const vec3 yuv_center = vec3(0.0, chroma_center);
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float decode_luminance(const in float x) {
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float decode_luminance(const in float x) {
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float y = (x - luminance_min) / luminance_range;
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float y = (x - luminance_min) / luminance_range;
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return (y < 0.081) ? (y / 4.5) : pow((y + 0.099) / 1.099, 1.0 / 0.45);
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return (y < 0.081) ? (y / 4.5) : pow((y + 0.099) / 1.099, 1.0 / 0.45);
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}
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}
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vec2 decode_chroma(const in vec2 yz) {
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float encode_luminance(const in float l) {
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return (yz - chroma_min) / chroma_range - chroma_center;
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float x = (l < 0.018) ? (l * 4.5) : (pow(l, 0.45) * 1.099 - 0.099);
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return x * luminance_range + luminance_min;
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}
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}
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vec3 decode_pixel(const in vec3 pixel) {
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vec3 decode_ycbcr(const in vec3 pixel) {
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return vec3(decode_luminance(pixel.x), decode_chroma(pixel.yz));
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return vec3(decode_luminance(pixel.x), pixel.yz);
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}
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}
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vec3 encode_color(const in vec3 color) {
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vec3 encode_ycbcr(const in vec3 color) {
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float y = (color.x < 0.018) ? (color.x * 4.5) : (pow(color.x, 0.45) * 1.099 - 0.099);
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return vec3(encode_luminance(color.x), color.yz);
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return (vec3(y, color.yz) + yuv_center) * yuv_range + yuv_min;
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}
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}
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#else
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#else
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#define decode_luminance(_x) (_x)
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#define decode_luminance(_x) (_x)
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#define decode_chroma(_yz) (_yz)
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#define encode_luminance(_l) (_l)
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#define decode_pixel(_pixel) (_pixel)
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#define decode_ycbcr(_pixel) (_pixel)
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#define encode_color(_color) (_color)
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#define encode_ycbcr(_color) (_color)
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#endif
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#endif
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@ -125,46 +116,27 @@ const vec2 corner_b = vec2(1.0, 0.0) + half_pixel;
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const vec2 corner_c = vec2(0.0, 1.0) + half_pixel;
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const vec2 corner_c = vec2(0.0, 1.0) + half_pixel;
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const vec2 corner_d = vec2(1.0, 1.0) + half_pixel;
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const vec2 corner_d = vec2(1.0, 1.0) + half_pixel;
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vec2 bilinear_params(const in vec2 coord, out vec2 a, out vec2 b, out vec2 c, out vec2 d) {
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vec2 i, f = modf(coord - half_pixel, i);
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a = i + corner_a;
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b = i + corner_b;
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c = i + corner_c;
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d = i + corner_d;
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return f;
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}
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vec3 texture_filter(const in vec2 y_coord) {
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vec3 texture_filter(const in vec2 y_coord) {
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vec2 a, b, c, d, f = bilinear_params(y_coord, a, b, c, d);
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vec2 i, f = modf(y_coord - half_pixel, i);
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float luminance = mix(
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float luminance = mix(
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mix(
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mix(
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decode_luminance(texture2DRect(myTextureY, a).x),
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decode_luminance(texture2DRect(myTextureY, i + corner_a).x),
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decode_luminance(texture2DRect(myTextureY, b).x),
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decode_luminance(texture2DRect(myTextureY, i + corner_b).x),
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f.x),
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f.x),
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mix(
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mix(
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decode_luminance(texture2DRect(myTextureY, c).x),
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decode_luminance(texture2DRect(myTextureY, i + corner_c).x),
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decode_luminance(texture2DRect(myTextureY, d).x),
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decode_luminance(texture2DRect(myTextureY, i + corner_d).x),
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f.x),
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f.x),
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f.y);
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f.y);
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f = bilinear_params(y_coord * 0.5, a, b, c, d);
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vec2 uv_coord = y_coord * 0.5;
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vec2 chroma = mix(
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return vec3(luminance, texture2DRect(myTextureU, uv_coord).x, texture2DRect(myTextureV, uv_coord).x);
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mix(
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decode_chroma(vec2(texture2DRect(myTextureU, a).x, texture2DRect(myTextureV, a).x)),
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decode_chroma(vec2(texture2DRect(myTextureU, b).x, texture2DRect(myTextureV, b).x)),
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f.x),
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mix(
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decode_chroma(vec2(texture2DRect(myTextureU, c).x, texture2DRect(myTextureV, c).x)),
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decode_chroma(vec2(texture2DRect(myTextureU, d).x, texture2DRect(myTextureV, d).x)),
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f.x),
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f.y);
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return vec3(luminance, chroma);
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}
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}
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#else
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#else
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vec3 texture_filter(const in vec2 y_coord) {
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vec3 texture_filter(const in vec2 y_coord) {
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vec2 uv_coord = y_coord * 0.5;
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vec2 uv_coord = y_coord * 0.5;
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return decode_pixel(vec3(
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return decode_ycbcr(vec3(
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texture2DRect(myTextureY, y_coord).x,
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texture2DRect(myTextureY, y_coord).x,
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texture2DRect(myTextureU, uv_coord).x,
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texture2DRect(myTextureU, uv_coord).x,
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texture2DRect(myTextureV, uv_coord).x));
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texture2DRect(myTextureV, uv_coord).x));
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@ -196,5 +168,5 @@ void main() {
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color += texture_sample(coord + offset);
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color += texture_sample(coord + offset);
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}
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}
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}
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}
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gl_FragColor = vec4(encode_color(color * subsampling_scale), 1.0);
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gl_FragColor = vec4(encode_ycbcr(color * subsampling_scale), 1.0);
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}
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}
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@ -41,7 +41,7 @@ print("gopro size : horizontal = %7.3f, vertical = %7.3f, diagonal = %7.3f (mm)
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# https://thinglabs.io/gopro-focal-length-guide
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# https://thinglabs.io/gopro-focal-length-guide
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gopro_focal_length = 2.97 # mm
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gopro_focal_length = 2.92
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gopro_radius_horizontal = gopro_size_horizontal * 0.5
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gopro_radius_horizontal = gopro_size_horizontal * 0.5
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gopro_radius_vertical = gopro_size_vertical * 0.5
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gopro_radius_vertical = gopro_size_vertical * 0.5
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@ -92,33 +92,21 @@ output_size_vertical = gopro_size_vertical
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output_scale_horizontal = output_size_horizontal / gopro_size_horizontal
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output_scale_horizontal = output_size_horizontal / gopro_size_horizontal
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print("""// parameters
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print("""// parameters\n
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const vec2 sensor_size = vec2(%.6f, %.6f);
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const vec2 sensor_size = vec2(%.6f, %.6f);
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const vec2 rectilinear_scale = vec2(%.6f, 1.0);
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const float equidistant_focal_length = %.6f;
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const float equidistant_focal_length = %.6f;
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const float rectilinear_focal_length = %.6f;
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const float rectilinear_focal_length = %.6f;""" % (
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const vec2 rectilinear_scale = vec2(%.6F, 1.0);""" % (
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gopro_size_horizontal, gopro_size_vertical,
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gopro_size_horizontal, gopro_size_vertical,
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output_scale_horizontal,
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gopro_focal_length,
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gopro_focal_length,
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rectilinear_focal_length_vertical,
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rectilinear_focal_length_vertical)
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output_scale_horizontal)
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)
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)
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print("\n--- filters parameters ---\n")
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print("\n--- filters parameters ---\n")
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output_ratio_horizontal = 4.0
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output_ratio_vertical = 3.0
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output_crop_ratio = output_ratio_vertical / (output_ratio_horizontal / output_scale_horizontal)
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output_crop_horizontal = gopro_texture_horizontal
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output_crop_vertical = output_crop_horizontal * output_crop_ratio
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print("crop : width = %d, height = %d" % (
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output_crop_horizontal,
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round(output_crop_vertical)))
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def print_output_array(array_vertical):
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def print_output_array(array_vertical):
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array_horizontal = (array_vertical / output_ratio_vertical) * output_ratio_horizontal
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array_horizontal = (array_vertical / gopro_array_vertical) * gopro_array_horizontal * output_scale_horizontal
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print("resize: width = %d, height = %d" % (
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print("resize: width = %d, height = %d" % (
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round(array_horizontal / 4.0) * 4,
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round(array_horizontal / 4.0) * 4,
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array_vertical))
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array_vertical))
|
||||||
|
|||||||
Reference in New Issue
Block a user