// Adapted from https://github.com/duducosmos/defisheye // (then resize to 1568x1080) #extension GL_ARB_texture_rectangle: enable uniform sampler2DRect myTextureY; uniform sampler2DRect myTextureU; uniform sampler2DRect myTextureV; uniform vec2 myResolution; uniform float pts; const vec2 half_pixel = vec2(0.5, 0.5); const float pi = 3.1415927; const float input_fov = 150.0 * pi / 720.0; const float output_fov = 116.0 * pi / 360.0; vec2 unfish(vec2 coord) { vec2 center = myResolution * 0.5; vec2 pos = coord - center; float rd = length(pos); float diameter = sqrt(dot(myResolution, myResolution)); return center + pos * ((diameter / (2.0 * sin(input_fov))) * sin(atan(rd / (diameter / (2.0 * tan(output_fov)))) * 0.5) / rd); } void main() { vec2 y_coord = unfish(gl_TexCoord[0].xy + half_pixel); vec2 uv_coord = y_coord * 0.5; vec4 y = texture2DRect(myTextureY, y_coord); vec4 u = texture2DRect(myTextureU, uv_coord); vec4 v = texture2DRect(myTextureV, uv_coord); gl_FragColor = vec4(y.r, u.r, v.r, 1.0); }