// RozK // Fisheye removal for GoPro 11+, 8:7 ratio, without hypersmooth // Adapted from https://github.com/duducosmos/defisheye // itself based on http://www.fmwconcepts.com/imagemagick/defisheye/index.php #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; // parameters const float input_fov = 156.0; const float output_fov = 124.45; const vec2 pixel_scale = vec2(0.652485, 1.0); const int subsampling = 4; // 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 * ((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() { 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)) * pixel_scale); } } gl_FragColor = pixel * subscale; }