126 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			126 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 130
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// Fisheye removal for GoPro 11+, 8:7 ratio, without hypersmooth
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// Copyright (C) 2025 Jean-Baptiste Berlioz
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program.  If not, see <https://www.gnu.org/licenses/>.
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#extension GL_ARB_texture_rectangle: enable
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#define non_linear_decoding
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#define rotate_180
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//#define debug_borders
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#undef highp // defined by Qt-OpenGl
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precision highp float;
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// uniforms
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uniform sampler2DRect myTextureY;
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uniform sampler2DRect myTextureU;
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uniform sampler2DRect myTextureV;
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uniform vec2 myResolution;
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uniform float pts;
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// parameters
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const vec2 sensor_size = vec2(5.949440, 5.205760);
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const float equidistant_focal_length = 2.970000;
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const float rectilinear_focal_length = 2.167601;
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// constants
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const int subsampling = 4;
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const vec2 subsampling_step = vec2(1.0 / float(subsampling));
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const vec2 subsampling_start = subsampling_step * 0.5 - vec2(0.5);
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const float subsampling_scale = 1.0 / float(subsampling * subsampling);
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// variables
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vec2 texture_center;
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vec2 texture_to_sensor;
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vec2 sensor_to_texture;
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void initialize() {
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    texture_center = myResolution * 0.5;
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    texture_to_sensor = sensor_size / myResolution;
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#ifdef rotate_180
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    texture_to_sensor *= -1.0;
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#endif
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    sensor_to_texture = myResolution / sensor_size;
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}
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vec2 equidistant_to_rectilinear(const in vec2 coord) {
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    float rectilinear_radius = length(coord);
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    float rectilinear_angle = atan(rectilinear_radius / rectilinear_focal_length);
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    float equidistant_radius = rectilinear_angle * equidistant_focal_length;
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    return coord * (equidistant_radius / rectilinear_radius);
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}
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vec3 sample_texture(const in vec2 coord) {
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    vec2 rectilinear = equidistant_to_rectilinear((coord - texture_center) * texture_to_sensor);
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    vec2 y_coord = texture_center + rectilinear * sensor_to_texture;
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#ifdef debug_borders
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    if (y_coord.x < 0.0 || y_coord.y < 0.0 || y_coord.x > myResolution.x || y_coord.y > myResolution.y) {
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        return vec3(16.0 / 255.0, 0.5, 0.5);
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    }
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#endif
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    vec2 uv_coord = y_coord * 0.5;
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    return vec3(
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        texture2DRect(myTextureY, y_coord).x,
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        texture2DRect(myTextureU, uv_coord).x,
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        texture2DRect(myTextureV, uv_coord).x);
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}
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#ifdef non_linear_decoding
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// https://en.wikipedia.org/wiki/Rec._709
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#define y_min    ( 16.0 / 255.0)
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#define y_max    (235.0 / 255.0)
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#define uv_min   ( 16.0 / 255.0)
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#define uv_max   (240.0 / 255.0)
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#define y_range  (y_max - y_min)
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#define uv_range (uv_max - uv_min)
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const vec3 yuv_min = vec3(y_min, uv_min, uv_min);
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const vec3 yuv_range = vec3(y_range, uv_range, uv_range);
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const vec3 yuv_center = vec3(0.0, 0.5, 0.5);
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vec3 decode_pixel(const in vec3 pixel) {
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    vec3 color = (pixel - yuv_min) / yuv_range - yuv_center;
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    float l = (color.x < 0.081) ? (color.x / 4.5) : pow((color.x + 0.099) / 1.099, 1.0 / 0.45);
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    return vec3(l, color.yz);
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}
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vec3 encode_color(const in vec3 color) {
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    float y = (color.x < 0.018) ? (color.x * 4.5) : (pow(color.x, 0.45) * 1.099 - 0.099);
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    return (vec3(y, color.yz) + yuv_center) * yuv_range + yuv_min;
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}
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#else
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#define decode_pixel(_pixel) _pixel
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#define encode_color(_color) _color
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#endif // non_linear_decoding
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void main() {
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    initialize();
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    vec2 coord = gl_TexCoord[0].xy;
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    vec3 color = vec3(0.0);
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    for (int y = 0; y < subsampling; y++) {
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        for (int x = 0; x < subsampling; x++) {
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            vec2 offset = subsampling_start + subsampling_step * vec2(x, y);
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            color += decode_pixel(sample_texture(coord + offset));
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        }
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    }
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    gl_FragColor = vec4(encode_color(color * subsampling_scale), 1.0);
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}
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