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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(float value) { return fract(sin(value * 91.7) * 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 = abs(ray.z) < 0.0001 ? (ray.z < 0.0 ? -0.0001 : 0.0001) : ray.z;
float signedT = -vWorldPosition.z / rayZ;
return (vWorldPosition + ray * signedT).xy / uPetSize + 0.5;
}
void main() {
float ridgeCount = max(1.0, uGridSize * uPetSize.x / uPetSize.y);
float ridgeCoordinate = vUv.x * ridgeCount;
float ridgeCell = floor(ridgeCoordinate);
float phase = fract(ridgeCoordinate) * 6.2831853;
float ridge = sin(phase + uViewOffset.x * 0.9);
float ridgeVariation = mix(0.92, 1.08, hash(ridgeCell));
vec3 normal = normalize(vec3(-ridge * 0.34 * ridgeVariation, 0.0, 1.0));
vec3 incident = normalize(vWorldPosition - cameraPosition);
vec3 refracted = refract(incident, normal, 0.75);
vec2 uv = mix(hitUv(incident), hitUv(refracted), clamp(uStrength, 0.0, 1.0));
vec4 color = mediaSample(uv);
color.a = 1.0;
gl_FragColor = color;
#include <colorspace_fragment>
}