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avidemux_shaders/gopro_8:7/unfish_gopro_8:7.glsl
2025-09-18 07:37:25 +02:00

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2.4 KiB
GLSL

#version 130
// RozK
// Fisheye removal for GoPro 11+, 8:7 ratio, without hypersmooth
#extension GL_ARB_texture_rectangle: enable
#undef highp // defined by Qt-OpenGl
#define rotate_180
//#define debug_borders
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 pixel_scale = vec2(0.871558, 1.0);
const float equidistant_focal_length = 2.920000;
const float rectilinear_focal_length = 2.102263;
// 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) * pixel_scale;
#ifdef rotate_180
texture_to_sensor *= -1.0;
#endif
sensor_to_texture = (myResolution / sensor_size);
}
vec2 unfish_coord(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 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;
// y_coord.y = coord.y;
#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).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);
for (int y = 0; y < subsampling; y++) {
for (int x = 0; x < subsampling; x++) {
vec2 offset = subsampling_start + subsampling_step * vec2(x, y);
pixel += unfish_pixel(coord + offset);
}
}
gl_FragColor = pixel * subsampling_scale;
}