v2.0, better quality, less perspective deformation #1
@ -17,7 +17,8 @@
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#extension GL_ARB_texture_rectangle: enable
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					#extension GL_ARB_texture_rectangle: enable
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#define rotate_180
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					#define non_linear_decoding
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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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@ -62,34 +63,63 @@ vec2 equidistant_to_rectilinear(const in vec2 coord) {
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    return coord * (equidistant_radius / rectilinear_radius);
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					    return coord * (equidistant_radius / rectilinear_radius);
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}
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					}
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vec4 sample_texture(const in vec2 coord) {
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					vec3 sample_texture(const in vec2 coord) {
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    vec2 rectilinear = equidistant_to_rectilinear((coord - texture_center) * texture_to_sensor);
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					    vec2 rectilinear = equidistant_to_rectilinear((coord - texture_center) * texture_to_sensor);
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    vec2 y_coord = texture_center + rectilinear * sensor_to_texture;
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					    vec2 y_coord = texture_center + rectilinear * sensor_to_texture;
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#ifdef debug_borders
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					#ifdef debug_borders
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    if (y_coord.x < 0.0 || y_coord.y < 0.0 || y_coord.x > myResolution.x || y_coord.y > myResolution.y) {
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					    if (y_coord.x < 0.0 || y_coord.y < 0.0 || y_coord.x > myResolution.x || y_coord.y > myResolution.y) {
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        return vec4(1.0);
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					        return vec3(1.0);
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    }
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					    }
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#endif
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					#endif
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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 vec4(
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					    return 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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        1.0);
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}
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					}
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					#ifdef non_linear_decoding
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					// https://en.wikipedia.org/wiki/Rec._709
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					#define y_min    ( 16.0 / 255.0)
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					#define y_max    (235.0 / 255.0)
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					#define uv_min   ( 16.0 / 255.0)
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					#define uv_max   (240.0 / 255.0)
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					#define y_range  (y_max - y_min)
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					#define uv_range (uv_max - uv_min)
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					const vec3 yuv_min = vec3(y_min, uv_min, uv_min);
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					const vec3 yuv_range = vec3(y_range, uv_range, uv_range);
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					const vec3 yuv_center = vec3(0.0, 0.5, 0.5);
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					vec3 decode_pixel(const in vec3 pixel) {
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					    vec3 color = (pixel - yuv_min) / yuv_range - yuv_center;
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					    float l = (color.x < 0.081) ? (color.x / 4.5) : pow((color.x + 0.099) / 1.099, 1.0 / 0.45);
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					    return vec3(l, color.yz);
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					}
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					vec3 encode_pixel(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(y, color.yz) + yuv_center) * yuv_range + yuv_min;
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					}
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					#else
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					#define decode_pixel(_color) _color
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					#define encode_pixel(_color) _color
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					#endif // non_linear_decoding
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void main() {
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					void main() {
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    initialize();
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					    initialize();
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    vec2 coord = gl_TexCoord[0].xy;
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					    vec2 coord = gl_TexCoord[0].xy;
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    vec4 pixel = vec4(0.0);
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					    vec3 color = vec3(0.0);
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    for (int y = 0; y < subsampling; y++) {
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					    for (int y = 0; y < subsampling; y++) {
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        for (int x = 0; x < subsampling; x++) {
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					        for (int x = 0; x < subsampling; x++) {
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            vec2 offset = subsampling_start + subsampling_step * vec2(x, y);
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					            vec2 offset = subsampling_start + subsampling_step * vec2(x, y);
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            pixel += sample_texture(coord + offset);
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					            color += decode_pixel(sample_texture(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_pixel(color * subsampling_scale), 1.0);
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    gl_FragColor = pixel * subsampling_scale;
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}
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					}
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