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Author SHA1 Message Date
8c60a46945 fix unlikely division by zero 2025-09-27 05:26:34 +02:00
b5d9b30ee9 non linear yuv texture filtering 2025-09-27 04:58:23 +02:00
a0cba047e5 4:3 output ratio 2025-09-26 05:54:05 +02:00
71cca0589e cleanup 2025-09-23 05:46:58 +02:00
67b60b0e69 cleanup 2025-09-23 05:46:38 +02:00
79b66d47ee black border color 2025-09-23 05:46:21 +02:00
64e693fe4a rotate 2025-09-21 05:29:45 +02:00
f5b429217c focal length 2025-09-21 04:06:34 +02:00
d74f3dfe67 linear conversion 2025-09-21 03:35:56 +02:00
f7540d5bca license, readme 2025-09-20 13:08:44 +02:00
676e63eae5 focal length, preset and license 2025-09-20 12:53:45 +02:00
acd59515aa remove old presets 2025-09-20 12:04:31 +02:00
d7f0cb427d version, precison and rotate 2025-09-18 07:37:25 +02:00
95175afb5d frame widening maths, cleanup 2025-09-18 06:08:05 +02:00
1385b3e6f3 pixel scale for frame widening 2025-09-17 20:59:34 +02:00
e6c417f0f6 new method based on sensor dimensions and focal length 2025-09-17 05:58:41 +02:00
5 changed files with 91 additions and 82 deletions

View File

@ -2,24 +2,12 @@
Shaders for Avidemux with OpenGL support Shaders for Avidemux with OpenGL support
## GoPro fisheye removal v2.0 ## GoPro fisheye removal
![Sample image](https://blog.rozk.net/wp-content/uploads/2025/10/preview_fisheye_removal.jpg) ![Sample image](https://blog.rozk.net/wp-content/uploads/2025/07/compare.png)
### gopro_8:7 - Fisheye removal for GoPro 11+, 8:7 ratio, 4K, HyperSmooth off ### gopro_8:7 - Fisheye removal for GoPro 11+, 8:7 ratio, 4K, HyperSmooth off
#### What's new
- New method based on sensor size and focal length
- Accurate frame widening
- Fisheye aware subsampling
- Rec.709 colorspace conversion
#### Content
- avidemux.patch
Optional patch to use GL_NEAREST instead of GL_LINEAR for the luminance channel (the shader is implementing bilinear interpolation with colorspace conversion).
- unfish_gopro_8:7.py - unfish_gopro_8:7.py
Script to compute the parameters Script to compute the parameters
@ -27,9 +15,9 @@ Script to compute the parameters
Shader for fisheye removal Shader for fisheye removal
- preset_gopro_8:7.py - preset_gopro_8:7.py
Preset for mp4, 4K, high quality compression Preset for mp4, 4K, high quality
#### Installation for BSD/GNU-Linux systems: ### Installation for BSD/GNU-Linux systems:
- Copy the preset into ~/.avidemux6/custom or ~/.local/share/avidemux6/custom - Copy the preset into ~/.avidemux6/custom or ~/.local/share/avidemux6/custom
- Copy the shader into /opt/rk/avidemux (or edit the preset to set the path) - Copy the shader into /opt/rk/avidemux (or edit the preset to set the path)
@ -38,15 +26,9 @@ Or just run the script install_gopro_8:7.sh
_For commercial OS's, figure out the paths yourself, then edit the preset to fix the path to the .glsl file_ _For commercial OS's, figure out the paths yourself, then edit the preset to fix the path to the .glsl file_
#### Usage: ### Usage:
- Load and edit video(s) - Load and edit video(s)
- Select "Custom/preset_gopro_8:7" in the menu - Select "Custom/preset_gopro_8:7" in the menu
- Modify and/or add filters - Modify and/or add filters
- Save the video - Save the video
#### Shader options
- #define color_conversion: comment out to disable gamma correction for the luminance channel
- #define texture_filtering: comment out to disable custom bilinear filtering for the luminance channel
- #define rotate_180: uncomment to rotate the image by 180 degrees

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@ -1,28 +0,0 @@
From 42e283d8b7c5d950ff81cff788398665410bcd6b Mon Sep 17 00:00:00 2001
Message-Id: <42e283d8b7c5d950ff81cff788398665410bcd6b.1759271917.git.roz@rozk.net>
From: Roz K <roz@rozk.net>
Date: Wed, 1 Oct 2025 00:38:19 +0200
Subject: [PATCH] OpenGL: use nearest interpolation filter for Y texture
---
avidemux/qt4/ADM_openGL/src/ADM_openGl.cpp | 4 ++--
1 file changed, 2 insertions(+), 2 deletions(-)
diff --git a/avidemux/qt4/ADM_openGL/src/ADM_openGl.cpp b/avidemux/qt4/ADM_openGL/src/ADM_openGl.cpp
index ea389a1e6..b97a2034f 100644
--- a/avidemux/qt4/ADM_openGL/src/ADM_openGl.cpp
+++ b/avidemux/qt4/ADM_openGL/src/ADM_openGl.cpp
@@ -236,8 +236,8 @@ void ADM_coreQtGl::uploadAllPlanes(ADMImage *image)
glBindTexture(GL_TEXTURE_RECTANGLE_NV, texName[xplane]); // Use tex engine "texNum"
glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, plane == PLANAR_Y ? GL_NEAREST : GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, plane == PLANAR_Y ? GL_NEAREST : GL_LINEAR);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
int pitch = (nbComponents == 1)? image->GetPitch(plane) : ALIGNX(image->GetWidth(plane),16); // ???
--
2.39.5

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@ -101,9 +101,16 @@ adm.videoCodec(
"ratecontrol.lookahead=40") "ratecontrol.lookahead=40")
adm.addVideoFilter( adm.addVideoFilter(
"shaderLoader", "shaderFile=/opt/rk/avidemux/unfish_gopro_8:7.glsl") "shaderLoader", "shaderFile=/opt/rk/avidemux/unfish_gopro_8:7.glsl")
adm.addVideoFilter(
"crop",
"top=80",
"bottom=0",
"left=0",
"right=0",
"ar_select=0")
adm.addVideoFilter( adm.addVideoFilter(
"swscale", "swscale",
"width=2468", "width=2880",
"height=2160", "height=2160",
"algo=2", "algo=2",
"sourceAR=0", "sourceAR=0",

View File

@ -20,7 +20,7 @@
#define color_conversion #define color_conversion
#define texture_filtering #define texture_filtering
//#define rotate_180 #define rotate_180
//#define debug_borders //#define debug_borders
#undef highp // defined by Qt-OpenGl #undef highp // defined by Qt-OpenGl
@ -37,8 +37,9 @@ uniform float pts;
// parameters // parameters
const vec2 sensor_size = vec2(5.949440, 5.205760); const vec2 sensor_size = vec2(5.949440, 5.205760);
const float equidistant_focal_length = 2.920000; const vec2 rectilinear_scale = vec2(1.138819, 1.0);
const float rectilinear_focal_length = 2.102263; const float equidistant_focal_length = 2.970000;
const float rectilinear_focal_length = 2.167601;
// constants // constants
@ -55,7 +56,7 @@ vec2 sensor_to_texture;
void initialize() { void initialize() {
texture_center = myResolution * 0.5; texture_center = myResolution * 0.5;
texture_to_sensor = (sensor_size / myResolution); texture_to_sensor = (sensor_size / myResolution) * rectilinear_scale;
#ifdef rotate_180 #ifdef rotate_180
texture_to_sensor *= -1.0; texture_to_sensor *= -1.0;
#endif #endif
@ -77,30 +78,39 @@ const float luminance_min = 16.0 / 255.0;
const float luminance_max = 235.0 / 255.0; const float luminance_max = 235.0 / 255.0;
const float luminance_range = luminance_max - luminance_min; 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 decode_luminance(const in float x) {
float y = (x - luminance_min) / luminance_range; float y = (x - luminance_min) / luminance_range;
return (y < 0.081) ? (y / 4.5) : pow((y + 0.099) / 1.099, 1.0 / 0.45); return (y < 0.081) ? (y / 4.5) : pow((y + 0.099) / 1.099, 1.0 / 0.45);
} }
float encode_luminance(const in float l) { vec2 decode_chroma(const in vec2 yz) {
float x = (l < 0.018) ? (l * 4.5) : (pow(l, 0.45) * 1.099 - 0.099); return (yz - chroma_min) / chroma_range - chroma_center;
return x * luminance_range + luminance_min;
} }
vec3 decode_ycbcr(const in vec3 pixel) { vec3 decode_pixel(const in vec3 pixel) {
return vec3(decode_luminance(pixel.x), pixel.yz); return vec3(decode_luminance(pixel.x), decode_chroma(pixel.yz));
} }
vec3 encode_ycbcr(const in vec3 color) { vec3 encode_color(const in vec3 color) {
return vec3(encode_luminance(color.x), color.yz); float y = (color.x < 0.018) ? (color.x * 4.5) : (pow(color.x, 0.45) * 1.099 - 0.099);
return (vec3(y, color.yz) + yuv_center) * yuv_range + yuv_min;
} }
#else #else
#define decode_luminance(_x) (_x) #define decode_luminance(_x) (_x)
#define encode_luminance(_l) (_l) #define decode_chroma(_yz) (_yz)
#define decode_ycbcr(_pixel) (_pixel) #define decode_pixel(_pixel) (_pixel)
#define encode_ycbcr(_color) (_color) #define encode_color(_color) (_color)
#endif #endif
@ -115,27 +125,46 @@ 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_c = vec2(0.0, 1.0) + half_pixel;
const vec2 corner_d = vec2(1.0, 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) { vec3 texture_filter(const in vec2 y_coord) {
vec2 i, f = modf(y_coord - half_pixel, i); vec2 a, b, c, d, f = bilinear_params(y_coord, a, b, c, d);
float luminance = mix( float luminance = mix(
mix( mix(
decode_luminance(texture2DRect(myTextureY, i + corner_a).x), decode_luminance(texture2DRect(myTextureY, a).x),
decode_luminance(texture2DRect(myTextureY, i + corner_b).x), decode_luminance(texture2DRect(myTextureY, b).x),
f.x), f.x),
mix( mix(
decode_luminance(texture2DRect(myTextureY, i + corner_c).x), decode_luminance(texture2DRect(myTextureY, c).x),
decode_luminance(texture2DRect(myTextureY, i + corner_d).x), decode_luminance(texture2DRect(myTextureY, d).x),
f.x), f.x),
f.y); f.y);
vec2 uv_coord = y_coord * 0.5; f = bilinear_params(y_coord * 0.5, a, b, c, d);
return vec3(luminance, texture2DRect(myTextureU, uv_coord).x, texture2DRect(myTextureV, uv_coord).x); 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 #else
vec3 texture_filter(const in vec2 y_coord) { vec3 texture_filter(const in vec2 y_coord) {
vec2 uv_coord = y_coord * 0.5; vec2 uv_coord = y_coord * 0.5;
return decode_ycbcr(vec3( return decode_pixel(vec3(
texture2DRect(myTextureY, y_coord).x, texture2DRect(myTextureY, y_coord).x,
texture2DRect(myTextureU, uv_coord).x, texture2DRect(myTextureU, uv_coord).x,
texture2DRect(myTextureV, uv_coord).x)); texture2DRect(myTextureV, uv_coord).x));
@ -167,5 +196,5 @@ void main() {
color += texture_sample(coord + offset); color += texture_sample(coord + offset);
} }
} }
gl_FragColor = vec4(encode_ycbcr(color * subsampling_scale), 1.0); gl_FragColor = vec4(encode_color(color * subsampling_scale), 1.0);
} }

View File

@ -41,7 +41,7 @@ print("gopro size : horizontal = %7.3f, vertical = %7.3f, diagonal = %7.3f (mm)
# https://thinglabs.io/gopro-focal-length-guide # https://thinglabs.io/gopro-focal-length-guide
gopro_focal_length = 2.92 gopro_focal_length = 2.97 # mm
gopro_radius_horizontal = gopro_size_horizontal * 0.5 gopro_radius_horizontal = gopro_size_horizontal * 0.5
gopro_radius_vertical = gopro_size_vertical * 0.5 gopro_radius_vertical = gopro_size_vertical * 0.5
@ -87,19 +87,38 @@ print("linear fov : horizontal = %7.3f, vertical = %7.3f, diagonal = %7.3f (deg
print("\n--- shader parameters ---\n") print("\n--- shader parameters ---\n")
print("""// parameters\n output_size_horizontal = 2.0 * rectilinear_radius(gopro_fov_horizontal * 0.5)
const vec2 sensor_size = vec2(%.6f, %.6f); output_size_vertical = gopro_size_vertical
output_scale_horizontal = output_size_horizontal / gopro_size_horizontal
print("""// parameters
const vec2 sensor_size = vec2(%.6f, %.6f);
const float equidistant_focal_length = %.6f; const float equidistant_focal_length = %.6f;
const float rectilinear_focal_length = %.6f;""" % ( const float rectilinear_focal_length = %.6f;
const vec2 rectilinear_scale = vec2(%.6F, 1.0);""" % (
gopro_size_horizontal, gopro_size_vertical, gopro_size_horizontal, gopro_size_vertical,
gopro_focal_length, gopro_focal_length,
rectilinear_focal_length_vertical) rectilinear_focal_length_vertical,
output_scale_horizontal)
) )
print("\n--- output size ---\n") print("\n--- filters parameters ---\n")
output_ratio_horizontal = 4.0
output_ratio_vertical = 3.0
output_crop_ratio = output_ratio_vertical / (output_ratio_horizontal / output_scale_horizontal)
output_crop_horizontal = gopro_texture_horizontal
output_crop_vertical = output_crop_horizontal * output_crop_ratio
print("crop : width = %d, height = %d" % (
output_crop_horizontal,
round(output_crop_vertical)))
def print_output_array(array_vertical): def print_output_array(array_vertical):
array_horizontal = (array_vertical / gopro_array_vertical) * gopro_array_horizontal array_horizontal = (array_vertical / output_ratio_vertical) * output_ratio_horizontal
print("resize: width = %d, height = %d" % ( print("resize: width = %d, height = %d" % (
round(array_horizontal / 4.0) * 4, round(array_horizontal / 4.0) * 4,
array_vertical)) array_vertical))