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| 89352198d4 | 
							
								
								
									
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								README.md
									
									
									
									
									
								
							
							
						
						
									
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								README.md
									
									
									
									
									
								
							@ -4,7 +4,7 @@ Shaders for Avidemux with OpenGL support
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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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@ -13,12 +13,12 @@ Shaders for Avidemux with OpenGL support
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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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- Rec.709 colorspace conversion
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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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Optional 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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Script to compute the parameters
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@ -44,3 +44,9 @@ _For commercial OS's, figure out the paths yourself, then edit the preset to fix
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- Select "Custom/preset_gopro_8:7" in the menu
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- Modify and/or add filters
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- Save the video
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#### Shader options
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- #define color_conversion: comment out to disable gamma correction for the luminance channel
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- #define texture_filtering: comment out to disable custom bilinear filtering for the luminance channel
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- #define rotate_180: uncomment to rotate the image by 180 degrees
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@ -103,7 +103,7 @@ adm.addVideoFilter(
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    "shaderLoader", "shaderFile=/opt/rk/avidemux/unfish_gopro_8:7.glsl")
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adm.addVideoFilter(
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    "swscale",
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    "width=2832",
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    "width=2468",
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    "height=2160",
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    "algo=2",
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    "sourceAR=0",
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@ -37,7 +37,6 @@ uniform float pts;
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// parameters
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const vec2  sensor_size              = vec2(5.949440, 5.205760);
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const vec2  rectilinear_scale        = vec2(1.147370, 1.0);
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const float equidistant_focal_length = 2.920000;
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const float rectilinear_focal_length = 2.102263;
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@ -56,7 +55,7 @@ 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) * rectilinear_scale;
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    texture_to_sensor = (sensor_size / myResolution);
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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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@ -87,26 +87,19 @@ print("linear fov  : horizontal = %7.3f, vertical = %7.3f, diagonal = %7.3f (deg
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print("\n--- shader parameters ---\n")
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output_size_horizontal = 2.0 * rectilinear_radius(gopro_fov_horizontal * 0.5)
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output_size_vertical   = gopro_size_vertical
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output_scale_horizontal = output_size_horizontal / gopro_size_horizontal
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print("""// parameters\n
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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 rectilinear_focal_length = %.6f;""" % (
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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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    rectilinear_focal_length_vertical)
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)
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print("\n--- filters parameters ---\n")
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print("\n--- output size ---\n")
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def print_output_array(array_vertical):
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    array_horizontal = (array_vertical / gopro_array_vertical) * gopro_array_horizontal * output_scale_horizontal
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    array_horizontal = (array_vertical / gopro_array_vertical) * gopro_array_horizontal
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    print("resize: width = %d, height = %d" % (
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        round(array_horizontal / 4.0) * 4,
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        array_vertical))
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