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uniform sampler2D uTexture;
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uniform float uGridSize;
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uniform float uStrength;
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uniform vec2 uViewOffset;
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uniform vec2 uResolution;
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uniform float uTime;
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uniform vec2 uPetSize;
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uniform bool uIsVideo;
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varying vec2 vUv;
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varying vec3 vWorldPosition;
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float hash(vec2 p) { return fract(sin(dot(p, vec2(41.3, 17.9))) * 15731.743); }
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float noise(vec2 p) {
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vec2 i = floor(p);
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vec2 f = fract(p);
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f = f * f * (3.0 - 2.0 * f);
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return mix(mix(hash(i), hash(i + vec2(1.0, 0.0)), f.x), mix(hash(i + vec2(0.0, 1.0)), hash(i + vec2(1.0)), f.x), f.y);
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}
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vec3 srgbToLinear(vec3 value) {
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return mix(value / 12.92, pow((value + 0.055) / 1.055, vec3(2.4)), step(vec3(0.04045), value));
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}
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vec4 mediaSample(vec2 uv) {
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vec3 background = srgbToLinear(vec3(17.0, 25.0, 35.0) / 255.0);
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if (any(lessThan(uv, vec2(0.0))) || any(greaterThan(uv, vec2(1.0)))) return vec4(background, 1.0);
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vec4 color = texture2D(uTexture, uv);
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if (uIsVideo) color.rgb = srgbToLinear(color.rgb);
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return color;
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}
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vec2 hitUv(vec3 ray) {
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float rayZ = abs(ray.z) < 0.0001 ? (ray.z < 0.0 ? -0.0001 : 0.0001) : ray.z;
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float signedT = -vWorldPosition.z / rayZ;
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return (vWorldPosition + ray * signedT).xy / uPetSize + 0.5;
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}
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void main() {
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vec2 stableUv = vUv * (uResolution / max(uResolution.y, 1.0));
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vec2 noisePos = stableUv * 9.0 + uViewOffset * 0.6;
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vec2 randomNormal = vec2(noise(noisePos), noise(noisePos + vec2(23.7))) - vec2(0.5);
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vec3 incident = normalize(vWorldPosition - cameraPosition);
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vec3 normal = normalize(vec3(randomNormal * 0.32, 1.0));
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vec3 refracted = refract(incident, normal, 0.75);
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vec2 centerUv = mix(hitUv(incident), hitUv(refracted), clamp(uStrength, 0.0, 1.0));
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vec2 radius = vec2(0.008) * clamp(uStrength, 0.0, 1.0);
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vec4 color = vec4(0.0);
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color += mediaSample(centerUv + vec2(-radius.x, -radius.y));
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color += mediaSample(centerUv + vec2(0.0, -radius.y));
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color += mediaSample(centerUv + vec2(radius.x, -radius.y));
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color += mediaSample(centerUv + vec2(-radius.x, 0.0));
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color += mediaSample(centerUv);
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color += mediaSample(centerUv + vec2(radius.x, 0.0));
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color += mediaSample(centerUv + vec2(-radius.x, radius.y));
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color += mediaSample(centerUv + vec2(0.0, radius.y));
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color += mediaSample(centerUv + vec2(radius.x, radius.y));
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color /= 9.0;
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color.a = 1.0;
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gl_FragColor = color;
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#include <colorspace_fragment>
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}
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