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Fisheye to spherical conversion shader
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// Fisheye to spherical conversion | |
// Assumes the fisheye image is square, centered, and the circle fills the image. | |
// Output (spherical) image should have 2:1 aspect. | |
// Strange (but helpful) that atan() == atan2(), normally they are different. | |
//Refer http://blog.yeezia.com/?post=91 | |
kernel vec4 fish2sphere(sampler src) | |
{ | |
vec2 pfish; | |
float theta,phi,r; | |
vec3 psph; | |
float FOV = 3.141592654; // FOV of the fisheye, eg: 180 degrees | |
float width = samplerSize(src).x; | |
float height = samplerSize(src).y; | |
// Polar angles | |
theta = 2.0 * 3.14159265 * (destCoord().x / width - 0.5); // -pi to pi | |
phi = 3.14159265 * (destCoord().y / height - 0.5); // -pi/2 to pi/2 | |
// Vector in 3D space | |
psph.x = cos(phi) * sin(theta); | |
psph.y = cos(phi) * cos(theta); | |
psph.z = sin(phi); | |
// Calculate fisheye angle and radius | |
theta = atan(psph.z,psph.x); | |
phi = atan(sqrt(psph.x*psph.x+psph.z*psph.z),psph.y); | |
r = width * phi / FOV; | |
// Pixel in fisheye space | |
pfish.x = 0.5 * width + r * cos(theta); | |
pfish.y = 0.5 * width + r * sin(theta); | |
return sample(src, pfish); | |
} |
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