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2026-10-06 12:16:46 +09:00
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uniform sampler2D uTexture;
uniform float uGridSize;
uniform float uStrength;
uniform vec2 uViewOffset;
uniform vec2 uResolution;
uniform float uTime;
uniform vec2 uPetSize;
uniform bool uIsVideo;
varying vec2 vUv;
varying vec3 vWorldPosition;
float hash(vec2 p) {
return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);
}
vec3 srgbToLinear(vec3 value) {
return mix(value / 12.92, pow((value + 0.055) / 1.055, vec3(2.4)), step(vec3(0.04045), value));
}
vec4 mediaSample(vec2 uv) {
vec3 background = srgbToLinear(vec3(17.0, 25.0, 35.0) / 255.0);
if (any(lessThan(uv, vec2(0.0))) || any(greaterThan(uv, vec2(1.0)))) return vec4(background, 1.0);
vec4 color = texture2D(uTexture, uv);
if (uIsVideo) color.rgb = srgbToLinear(color.rgb);
return color;
}
vec2 hitUv(vec3 ray) {
float rayZ = ray.z;
rayZ = abs(rayZ) < 0.0001 ? (rayZ < 0.0 ? -0.0001 : 0.0001) : rayZ;
float signedT = -vWorldPosition.z / rayZ;
return (vWorldPosition + ray * signedT).xy / uPetSize + 0.5;
}
void main() {
vec2 grid = vec2(uGridSize, max(1.0, uGridSize * uPetSize.y / uPetSize.x));
vec2 scaled = vUv * grid;
vec2 cell = floor(scaled);
vec2 local = fract(scaled) - 0.5;
float variation = mix(0.85, 1.15, hash(cell));
vec2 lensLocal = local + uViewOffset * (0.12 + 0.08 * hash(cell + vec2(9.0)));
float bulge = max(0.0, 0.25 - dot(lensLocal, lensLocal));
vec3 normal = normalize(vec3(-lensLocal * bulge * 1.8 * variation, 1.0));
vec3 incident = normalize(vWorldPosition - cameraPosition);
vec3 refracted = refract(incident, normal, 0.75);
vec2 straightUv = hitUv(incident);
vec2 refractedUv = hitUv(refracted);
vec2 uv = mix(straightUv, refractedUv, clamp(uStrength, 0.0, 1.0));
vec4 color = mediaSample(uv);
float edge = smoothstep(0.46, 0.5, max(abs(local.x), abs(local.y)));
color.rgb *= mix(1.0, 0.75, edge * clamp(uStrength, 0.0, 1.0));
color.a = 1.0;
gl_FragColor = color;
#include <colorspace_fragment>
}