Fish eye correction
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95
shaders/fisheye-reproject/shader.slang
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95
shaders/fisheye-reproject/shader.slang
Normal file
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static const float PI = 3.14159265358979323846;
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float radiansFromDegrees(float degrees)
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{
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return degrees * (PI / 180.0);
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}
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float3 rotateX(float3 ray, float angle)
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{
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float s = sin(angle);
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float c = cos(angle);
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return float3(ray.x, c * ray.y - s * ray.z, s * ray.y + c * ray.z);
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}
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float3 rotateY(float3 ray, float angle)
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{
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float s = sin(angle);
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float c = cos(angle);
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return float3(c * ray.x + s * ray.z, ray.y, -s * ray.x + c * ray.z);
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}
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float3 rotateZ(float3 ray, float angle)
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{
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float s = sin(angle);
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float c = cos(angle);
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return float3(c * ray.x - s * ray.y, s * ray.x + c * ray.y, ray.z);
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}
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float3 buildRectilinearRay(float2 screen, float outputAspect, float tanHalfFov)
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{
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return normalize(float3(screen.x * outputAspect * tanHalfFov, screen.y * tanHalfFov, 1.0));
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}
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float3 buildCylindricalRay(float2 screen, float outputAspect, float tanHalfFov)
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{
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float horizontalFov = 2.0 * atan(outputAspect * tanHalfFov);
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float yaw = screen.x * horizontalFov * 0.5;
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float vertical = screen.y * tanHalfFov;
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return normalize(float3(sin(yaw), vertical, cos(yaw)));
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}
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float normalizedFisheyeRadius(float theta, float halfFov)
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{
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float safeHalfFov = max(halfFov, 0.0001);
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if (fisheyeModel == 1)
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{
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return sin(theta * 0.5) / max(sin(safeHalfFov * 0.5), 0.0001);
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}
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else if (fisheyeModel == 2)
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{
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return tan(theta * 0.5) / max(tan(safeHalfFov * 0.5), 0.0001);
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}
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else if (fisheyeModel == 3)
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{
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return sin(theta) / max(sin(safeHalfFov), 0.0001);
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}
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return theta / safeHalfFov;
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}
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float4 shadeVideo(ShaderContext context)
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{
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float2 screen = float2(context.uv.x * 2.0 - 1.0, 1.0 - context.uv.y * 2.0);
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float outputAspect = context.outputResolution.x / max(context.outputResolution.y, 1.0);
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float virtualFov = radiansFromDegrees(clamp(virtualFovDegrees, 1.0, 175.0));
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float tanHalfFov = tan(virtualFov * 0.5);
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float3 ray = outputProjection == 1
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? buildCylindricalRay(screen, outputAspect, tanHalfFov)
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: buildRectilinearRay(screen, outputAspect, tanHalfFov);
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ray = rotateZ(ray, radiansFromDegrees(rollDegrees));
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ray = rotateX(ray, radiansFromDegrees(-tiltDegrees));
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ray = rotateY(ray, radiansFromDegrees(panDegrees));
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float halfFov = radiansFromDegrees(clamp(lensFovDegrees, 1.0, 220.0) * 0.5);
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float theta = acos(clamp(ray.z, -1.0, 1.0));
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if (theta > halfFov)
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return outsideColor;
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float phi = atan2(ray.y, ray.x);
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float fisheyeRadius = normalizedFisheyeRadius(theta, halfFov);
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float2 sourceUv = float2(
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center.x + cos(phi) * fisheyeRadius * radius.x,
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center.y - sin(phi) * fisheyeRadius * radius.y
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);
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if (sourceUv.x < 0.0 || sourceUv.x > 1.0 || sourceUv.y < 0.0 || sourceUv.y > 1.0)
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return outsideColor;
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return sampleVideo(sourceUv);
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}
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