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 }