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avidemux_shaders/gopro_8:7/unfish_gopro_8:7.glsl

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GLSL

// RozK
// Fisheye removal for GoPro 11+, 8:7 ratio, without hypersmooth
#extension GL_ARB_texture_rectangle: enable
// TODO: investigate
// precision highp float;
// #define debug_borders
// uniforms
uniform sampler2DRect myTextureY;
uniform sampler2DRect myTextureU;
uniform sampler2DRect myTextureV;
uniform vec2 myResolution;
uniform float pts;
// parameters
const vec2 sensor_dimensions = vec2(5.949440, 5.205760);
const float fisheye_focal_length = 2.92;
const float rectilinear_focal_length = 2.102263;
const vec2 pixel_scale = vec2(0.871558, 1.0);
const int subsampling = 4;
// constants
const float subsampling_step = 1.0 / float(subsampling);
const float subsampling_start = subsampling_step * 0.5 - 0.5;
const float subsampling_denominator = 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_dimensions / myResolution) * pixel_scale;
sensor_to_texture = (myResolution / sensor_dimensions);
}
vec2 unfish_coord(const in vec2 coord) {
float rectilinear_distance = length(coord);
float rectilinear_angle = atan(rectilinear_distance / rectilinear_focal_length);
float fisheye_distance = rectilinear_angle * fisheye_focal_length;
return coord * (fisheye_distance / rectilinear_distance);
}
vec4 unfish_pixel(const in vec2 coord) {
vec2 unfished = unfish_coord((coord - texture_center) * texture_to_sensor);
vec2 y_coord = texture_center + unfished * 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, 1.0, 1.0, 1.0);
}
#endif
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() {
initialize();
vec2 coord = gl_TexCoord[0].xy;
vec4 pixel = vec4(0.0, 0.0, 0.0, 0.0);
float x, y = subsampling_start;
for (int column = 0; column < subsampling; column++, y += subsampling_step) {
x = subsampling_start;
for (int row = 0; row < subsampling; row++, x += subsampling_step) {
pixel += unfish_pixel(coord + vec2(x, y));
}
}
gl_FragColor = pixel * subsampling_denominator;
}