#version 130 // Fisheye removal for GoPro 11+, 8:7 ratio, without hypersmooth // Copyright (C) 2025 Jean-Baptiste Berlioz // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as // published by the Free Software Foundation, either version 3 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . #extension GL_ARB_texture_rectangle: enable #define rotate_180 //#define debug_borders #undef highp // defined by Qt-OpenGl precision highp float; // uniforms uniform sampler2DRect myTextureY; uniform sampler2DRect myTextureU; uniform sampler2DRect myTextureV; uniform vec2 myResolution; uniform float pts; // parameters const vec2 sensor_size = vec2(5.949440, 5.205760); const float equidistant_focal_length = 3.020000; const float rectilinear_focal_length = 2.232346; // constants const int subsampling = 4; const vec2 subsampling_step = vec2(1.0 / float(subsampling)); const vec2 subsampling_start = subsampling_step * 0.5 - vec2(0.5); const float subsampling_scale = 1.0 / float(subsampling * subsampling); // variables vec2 texture_center; vec2 texture_to_sensor; vec2 sensor_to_texture; void initialize() { texture_center = myResolution * 0.5; texture_to_sensor = sensor_size / myResolution; #ifdef rotate_180 texture_to_sensor *= -1.0; #endif sensor_to_texture = myResolution / sensor_size; } vec2 equidistant_to_rectilinear(const in vec2 coord) { float rectilinear_radius = length(coord); float rectilinear_angle = atan(rectilinear_radius / rectilinear_focal_length); float equidistant_radius = rectilinear_angle * equidistant_focal_length; return coord * (equidistant_radius / rectilinear_radius); } vec4 sample_texture(const in vec2 coord) { vec2 rectilinear = equidistant_to_rectilinear((coord - texture_center) * texture_to_sensor); vec2 y_coord = texture_center + rectilinear * sensor_to_texture; #ifdef debug_borders if (y_coord.x < 0.0 || y_coord.y < 0.0 || y_coord.x > myResolution.x || y_coord.y > myResolution.y) { return vec4(1.0); } #endif vec2 uv_coord = y_coord * 0.5; return vec4( texture2DRect(myTextureY, y_coord).x, texture2DRect(myTextureU, uv_coord).x, texture2DRect(myTextureV, uv_coord).x, 1.0); } void main() { initialize(); vec2 coord = gl_TexCoord[0].xy; vec4 pixel = vec4(0.0); for (int y = 0; y < subsampling; y++) { for (int x = 0; x < subsampling; x++) { vec2 offset = subsampling_start + subsampling_step * vec2(x, y); pixel += sample_texture(coord + offset); } } gl_FragColor = pixel * subsampling_scale; }