Filter v360
  Convert 360 projection of video.
    slice threading supported
    Inputs:
       #0: default (video)
    Outputs:
       #0: default (video)
v360 AVOptions:
  input             <int>        ..FV...... set input projection (from 0 to 23) (default e)
     e               0            ..FV...... equirectangular
     equirect        0            ..FV...... equirectangular
     c3x2            1            ..FV...... cubemap 3x2
     c6x1            2            ..FV...... cubemap 6x1
     eac             3            ..FV...... equi-angular cubemap
     dfisheye        5            ..FV...... dual fisheye
     flat            4            ..FV...... regular video
     rectilinear     4            ..FV...... regular video
     gnomonic        4            ..FV...... regular video
     barrel          6            ..FV...... barrel facebook's 360 format
     fb              6            ..FV...... barrel facebook's 360 format
     c1x6            7            ..FV...... cubemap 1x6
     sg              8            ..FV...... stereographic
     mercator        9            ..FV...... mercator
     ball            10           ..FV...... ball
     hammer          11           ..FV...... hammer
     sinusoidal      12           ..FV...... sinusoidal
     fisheye         13           ..FV...... fisheye
     pannini         14           ..FV...... pannini
     cylindrical     15           ..FV...... cylindrical
     tetrahedron     17           ..FV...... tetrahedron
     barrelsplit     18           ..FV...... barrel split facebook's 360 format
     tsp             19           ..FV...... truncated square pyramid
     hequirect       20           ..FV...... half equirectangular
     he              20           ..FV...... half equirectangular
     equisolid       21           ..FV...... equisolid
     og              22           ..FV...... orthographic
     octahedron      23           ..FV...... octahedron
  output            <int>        ..FV...... set output projection (from 0 to 23) (default c3x2)
     e               0            ..FV...... equirectangular
     equirect        0            ..FV...... equirectangular
     c3x2            1            ..FV...... cubemap 3x2
     c6x1            2            ..FV...... cubemap 6x1
     eac             3            ..FV...... equi-angular cubemap
     dfisheye        5            ..FV...... dual fisheye
     flat            4            ..FV...... regular video
     rectilinear     4            ..FV...... regular video
     gnomonic        4            ..FV...... regular video
     barrel          6            ..FV...... barrel facebook's 360 format
     fb              6            ..FV...... barrel facebook's 360 format
     c1x6            7            ..FV...... cubemap 1x6
     sg              8            ..FV...... stereographic
     mercator        9            ..FV...... mercator
     ball            10           ..FV...... ball
     hammer          11           ..FV...... hammer
     sinusoidal      12           ..FV...... sinusoidal
     fisheye         13           ..FV...... fisheye
     pannini         14           ..FV...... pannini
     cylindrical     15           ..FV...... cylindrical
     perspective     16           ..FV...... perspective
     tetrahedron     17           ..FV...... tetrahedron
     barrelsplit     18           ..FV...... barrel split facebook's 360 format
     tsp             19           ..FV...... truncated square pyramid
     hequirect       20           ..FV...... half equirectangular
     he              20           ..FV...... half equirectangular
     equisolid       21           ..FV...... equisolid
     og              22           ..FV...... orthographic
     octahedron      23           ..FV...... octahedron
  interp            <int>        ..FV...... set interpolation method (from 0 to 7) (default line)
     near            0            ..FV...... nearest neighbour
     nearest         0            ..FV...... nearest neighbour
     line            1            ..FV...... bilinear interpolation
     linear          1            ..FV...... bilinear interpolation
     lagrange9       2            ..FV...... lagrange9 interpolation
     cube            3            ..FV...... bicubic interpolation
     cubic           3            ..FV...... bicubic interpolation
     lanc            4            ..FV...... lanczos interpolation
     lanczos         4            ..FV...... lanczos interpolation
     sp16            5            ..FV...... spline16 interpolation
     spline16        5            ..FV...... spline16 interpolation
     gauss           6            ..FV...... gaussian interpolation
     gaussian        6            ..FV...... gaussian interpolation
     mitchell        7            ..FV...... mitchell interpolation
  w                 <int>        ..FV...... output width (from 0 to 32767) (default 0)
  h                 <int>        ..FV...... output height (from 0 to 32767) (default 0)
  in_stereo         <int>        ..FV...... input stereo format (from 0 to 2) (default 2d)
     2d              0            ..FV...... 2d mono
     sbs             1            ..FV...... side by side
     tb              2            ..FV...... top bottom
  out_stereo        <int>        ..FV...... output stereo format (from 0 to 2) (default 2d)
     2d              0            ..FV...... 2d mono
     sbs             1            ..FV...... side by side
     tb              2            ..FV...... top bottom
  in_forder         <string>     ..FV...... input cubemap face order (default "rludfb")
  out_forder        <string>     ..FV...... output cubemap face order (default "rludfb")
  in_frot           <string>     ..FV...... input cubemap face rotation (default "000000")
  out_frot          <string>     ..FV...... output cubemap face rotation (default "000000")
  in_pad            <float>      ..FV.....T percent input cubemap pads (from 0 to 0.1) (default 0)
  out_pad           <float>      ..FV.....T percent output cubemap pads (from 0 to 0.1) (default 0)
  fin_pad           <int>        ..FV.....T fixed input cubemap pads (from 0 to 100) (default 0)
  fout_pad          <int>        ..FV.....T fixed output cubemap pads (from 0 to 100) (default 0)
  yaw               <float>      ..FV.....T yaw rotation (from -180 to 180) (default 0)
  pitch             <float>      ..FV.....T pitch rotation (from -180 to 180) (default 0)
  roll              <float>      ..FV.....T roll rotation (from -180 to 180) (default 0)
  rorder            <string>     ..FV.....T rotation order (default "ypr")
  h_fov             <float>      ..FV.....T output horizontal field of view (from 1e-05 to 360) (default 90)
  v_fov             <float>      ..FV.....T output vertical field of view (from 1e-05 to 360) (default 45)
  d_fov             <float>      ..FV.....T output diagonal field of view (from 0 to 360) (default 0)
  h_flip            <boolean>    ..FV.....T flip out video horizontally (default false)
  v_flip            <boolean>    ..FV.....T flip out video vertically (default false)
  d_flip            <boolean>    ..FV.....T flip out video indepth (default false)
  ih_flip           <boolean>    ..FV.....T flip in video horizontally (default false)
  iv_flip           <boolean>    ..FV.....T flip in video vertically (default false)
  in_trans          <boolean>    ..FV...... transpose video input (default false)
  out_trans         <boolean>    ..FV...... transpose video output (default false)
  ih_fov            <float>      ..FV.....T input horizontal field of view (from 1e-05 to 360) (default 90)
  iv_fov            <float>      ..FV.....T input vertical field of view (from 1e-05 to 360) (default 45)
  id_fov            <float>      ..FV.....T input diagonal field of view (from 0 to 360) (default 0)
  alpha_mask        <boolean>    ..FV...... build mask in alpha plane (default false)


