#version 130 // Fisheye removal for GoPro 11+, 8:7 ratio, without hypersmooth // Copyright (C) 2025 Roz K // // 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 color_conversion #define texture_filtering #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 vec2 rectilinear_scale = vec2(1.138819, 1.0); const float equidistant_focal_length = 2.970000; const float rectilinear_focal_length = 2.167601; // constants const int subsampling = 8; 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); // reprojection vec2 texture_center; vec2 texture_to_sensor; vec2 sensor_to_texture; void initialize() { texture_center = myResolution * 0.5; texture_to_sensor = (sensor_size / myResolution) * rectilinear_scale; #ifdef rotate_180 texture_to_sensor *= -1.0; #endif sensor_to_texture = myResolution / sensor_size; } vec2 equidistant_to_rectilinear(const in vec2 equidistant) { float rectilinear_radius = length(equidistant); float rectilinear_angle = atan(rectilinear_radius / rectilinear_focal_length); float equidistant_radius = rectilinear_angle * equidistant_focal_length; return equidistant * (equidistant_radius / (rectilinear_radius > 0.0 ? rectilinear_radius : 1.0)); } // color space (https://en.wikipedia.org/wiki/Rec._709) #ifdef color_conversion const float luminance_min = 16.0 / 255.0; const float luminance_max = 235.0 / 255.0; 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 y = (x - luminance_min) / luminance_range; return (y < 0.081) ? (y / 4.5) : pow((y + 0.099) / 1.099, 1.0 / 0.45); } vec2 decode_chroma(const in vec2 yz) { return (yz - chroma_min) / chroma_range - chroma_center; } vec3 decode_pixel(const in vec3 pixel) { return vec3(decode_luminance(pixel.x), decode_chroma(pixel.yz)); } vec3 encode_color(const in vec3 color) { 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 #define decode_luminance(_x) (_x) #define decode_chroma(_yz) (_yz) #define decode_pixel(_pixel) (_pixel) #define encode_color(_color) (_color) #endif // texture filtering #ifdef texture_filtering const vec2 half_pixel = vec2(0.5); const vec2 corner_a = vec2(0.0, 0.0) + half_pixel; 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_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) { vec2 a, b, c, d, f = bilinear_params(y_coord, a, b, c, d); float luminance = mix( mix( decode_luminance(texture2DRect(myTextureY, a).x), decode_luminance(texture2DRect(myTextureY, b).x), f.x), mix( decode_luminance(texture2DRect(myTextureY, c).x), decode_luminance(texture2DRect(myTextureY, d).x), f.x), f.y); f = bilinear_params(y_coord * 0.5, a, b, c, d); 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 vec3 texture_filter(const in vec2 y_coord) { vec2 uv_coord = y_coord * 0.5; return decode_pixel(vec3( texture2DRect(myTextureY, y_coord).x, texture2DRect(myTextureU, uv_coord).x, texture2DRect(myTextureV, uv_coord).x)); } #endif vec3 texture_sample(const in vec2 equidistant) { vec2 rectilinear = texture_center + sensor_to_texture * equidistant_to_rectilinear((equidistant - texture_center) * texture_to_sensor); #ifdef debug_borders if (rectilinear.x < 0.0 || rectilinear.y < 0.0 || rectilinear.x > myResolution.x || rectilinear.y > myResolution.y) { return vec3(235.0 / 255.0, 240.0 / 255.0, 240.0 / 255.0); } #endif return texture_filter(rectilinear); } // main void main() { initialize(); vec2 coord = gl_TexCoord[0].xy; vec3 color = vec3(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); color += texture_sample(coord + offset); } } gl_FragColor = vec4(encode_color(color * subsampling_scale), 1.0); }