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behind_glass/docs/qa-gobang-review-2026-10-06/before-rollback/mosaic.frag
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2026-10-06 12:16:46 +09:00

317 lines
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GLSL

uniform sampler2D uSceneTexture,uSceneDepth;
uniform sampler2D uProtectionDepthMap;
uniform mat4 uContentViewProjection,uContentInverseViewProjection;
uniform mat4 uPetWorldToLocal;
uniform vec3 uContentCameraPosition,uLightPosition,uBackgroundColor;
uniform float uGlassZ,uSourceZ,uGridSize,uStrength,uMosaicStyle,uCurvature,uGlossStrength;
uniform vec2 uViewOffset,uPetSize,uPaneSize;
uniform vec2 uDepthEvidenceRange,uDepthCorrection;
uniform float uEnvironmentStrength;
uniform float uTransmissionDetail;
uniform float uCellLensScale;
uniform vec4 uPaneRect;
uniform sampler2D uRegionPalette;
uniform sampler2D uRegionAtlas,uRegionHistory;
uniform vec2 uRegionAtlasSize,uRegionGridSize,uRegionPaletteSize;
uniform float uRegionStrength,uRegionAvailable;
varying vec2 vUv;
vec2 projectUv(vec3 p){vec4 c=uContentViewProjection*vec4(p,1.);float w=abs(c.w)<.0001?(c.w<0.?-.0001:.0001):c.w;return c.xy/w*.5+.5;}
vec4 sampleScene(vec2 uv){return texture2D(uSceneTexture,clamp(uv,0.,1.));}
vec4 samplePane(vec2 pane){return sampleScene(projectUv(vec3((pane-.5)*uPaneSize,uGlassZ)));}
float hash(vec2 p){return fract(sin(dot(p,vec2(127.1,311.7)))*43758.5453);}
vec2 hash2(vec2 p){return vec2(hash(p),hash(p+vec2(19.19,73.73)));}
vec2 cellBlurStep(vec2 cell,vec2 cellSize,float style){
if(style<=.5)return cellSize*mix(.006,.018,hash(cell+vec2(5.)));
return cellSize*mix(.006,.012,hash(cell+vec2(5.)));
}
vec4 sampleCell(vec2 pane,vec2 sourceUv,float strength,vec2 cell,vec2 cellSize,float style){
vec2 center=mix(pane,sourceUv,strength);
vec2 blurOffset=strength*cellBlurStep(cell,cellSize,style);
vec4 color;
if(style<=.5){
color=samplePane(center)*.6;
color+=samplePane(center+vec2(blurOffset.x,0.))*.1;
color+=samplePane(center-vec2(blurOffset.x,0.))*.1;
color+=samplePane(center+vec2(0.,blurOffset.y))*.1;
color+=samplePane(center-vec2(0.,blurOffset.y))*.1;
}else{
color=samplePane(center)*.4;
color+=samplePane(center+vec2(blurOffset.x,0.))*.15;
color+=samplePane(center-vec2(blurOffset.x,0.))*.15;
color+=samplePane(center+vec2(0.,blurOffset.y))*.15;
color+=samplePane(center-vec2(0.,blurOffset.y))*.15;
}
return color;
}
float safeZ(float z){return abs(z)<.0001?(z<0.?-.0001:.0001):z;}
vec3 bend(vec3 i,vec3 n){vec3 r=refract(i,n,.75);return length(r)<.0001?i:r;}
float softLimit(float value,float limit){return value*limit/(limit+abs(value));}
float surfaceCurvature(){float curvature=clamp(uCurvature,-1.,1.),excess=max(curvature-.65,0.);return curvature-(.25/.35)*excess*excess;}
float signedCurvatureScale(){return clamp(surfaceCurvature()/.65,-1.25,1.25);}
float regionDistance(vec3 a,vec3 b){vec3 d=a-b;float y=dot(d,vec3(.299,.587,.114));return dot(d,d)+.35*y*y;}
float regionLuminance(vec3 c){return dot(c,vec3(.299,.587,.114));}
vec3 regionColor(vec2 cell,float index){vec2 uv=(vec2(cell.x*5.+index,cell.y)+.5)/uRegionPaletteSize;return texture2D(uRegionPalette,uv).rgb;}
float nearestRegion(vec3 color,vec2 cell){float best=0.,distance=regionDistance(color,regionColor(cell,0.));for(int i=1;i<4;i++){float candidate=regionDistance(color,regionColor(cell,float(i)));if(candidate<distance){distance=candidate;best=float(i);}}return best;}
float nearestRegion(vec3 color,vec3 p0,vec3 p1,vec3 p2,vec3 p3){float best=0.,distance=regionDistance(color,p0);float candidate=regionDistance(color,p1);if(candidate<distance){distance=candidate;best=1.;}candidate=regionDistance(color,p2);if(candidate<distance){distance=candidate;best=2.;}candidate=regionDistance(color,p3);if(candidate<distance)best=3.;return best;}
vec3 selectRegion(vec3 p0,vec3 p1,vec3 p2,vec3 p3,float index){if(index<.5)return p0;if(index<1.5)return p1;if(index<2.5)return p2;return p3;}
vec3 regionAtlasColor(vec2 cell,vec2 texel){vec2 uv=(cell*8.+clamp(texel,vec2(0.),vec2(7.))+.5)/uRegionAtlasSize;return texture2D(uRegionAtlas,uv).rgb;}
bool reconstructScenePoint(vec2 sceneUv,out vec3 worldPoint){
if(sceneUv.x<0.||sceneUv.x>1.||sceneUv.y<0.||sceneUv.y>1.)return false;
float depth=texture2D(uSceneDepth,sceneUv).x;
if(depth>=.999999)return false;
vec4 clip=vec4(sceneUv*2.-1.,depth*2.-1.,1.);
vec4 world=uContentInverseViewProjection*clip;
if(abs(world.w)<.0001)return false;
worldPoint=world.xyz/world.w;
return true;
}
float regionSurfaceValid(vec2 sceneUv,vec3 glassHit){
vec3 worldPoint;
if(!reconstructScenePoint(sceneUv,worldPoint))return 0.;
float axialGap=glassHit.z-worldPoint.z;
if(axialGap<=.0001)return 0.;
return 1.;
}
float regionProtectionWeight(vec2 sceneUv){
vec3 worldPoint;
if(!reconstructScenePoint(sceneUv,worldPoint))return 0.;
vec3 localPoint=(uPetWorldToLocal*vec4(worldPoint,1.)).xyz;
if(localPoint.x<-.5||localPoint.x>.5||localPoint.y<-.5||localPoint.y>.5)return 0.;
vec2 sourceUv=localPoint.xy+.5;
float sourceDepth=texture2D(uProtectionDepthMap,sourceUv).r;
if(uDepthEvidenceRange.y-uDepthEvidenceRange.x<.0001)return 0.;
return smoothstep(uDepthEvidenceRange.x,uDepthEvidenceRange.y,sourceDepth);
}
// Screen-depth refinement of an artistic ray. Occluded surfaces are unavailable;
// retain the original sample if the visible-depth solve cannot converge.
vec3 refineSceneHit(vec3 glassHit,vec3 ray,vec3 artisticHit,float cellWorld){
vec3 planeHit=glassHit+ray*((uSourceZ-glassHit.z)/safeZ(ray.z));
vec3 origin=glassHit+vec3(artisticHit.xy-planeHit.xy,0.);
vec3 hit=artisticHit,surface;
for(int iteration=0;iteration<3;iteration++){
if(!reconstructScenePoint(projectUv(hit),surface))return artisticHit;
vec3 localPoint=(uPetWorldToLocal*vec4(surface,1.)).xyz;
if(any(greaterThan(abs(localPoint.xy),vec2(.5)))||surface.z>=uGlassZ-.0001)return artisticHit;
hit=origin+ray*((surface.z-origin.z)/safeZ(ray.z));
}
if(!reconstructScenePoint(projectUv(hit),surface))return artisticHit;
if(surface.z>=uGlassZ-.0001)return artisticHit;
float confidence=1.-smoothstep(cellWorld*.05,cellWorld*.25,abs(hit.z-surface.z));
// Compare at the same reference Z, so only the projected sampling position changes.
vec3 viewRay=hit-uContentCameraPosition;
vec3 projected=uContentCameraPosition+viewRay*((uSourceZ-uContentCameraPosition.z)/safeZ(viewRay.z));
vec2 delta=projected.xy-artisticHit.xy;
float limit=cellWorld*uDepthCorrection.y;
delta*=min(1.,limit/max(length(delta),.00001));
return artisticHit+vec3(delta*uDepthCorrection.x*confidence,0.);
}
#ifdef REGION_ATLAS
float regionAtlasEvidence(vec2 sceneUv,vec3 color,vec3 glassHit){
if(regionSurfaceValid(sceneUv,glassHit)<=0.)return 0.;
return regionProtectionWeight(sceneUv)*(1.-smoothstep(.10,.20,regionLuminance(color)));
}
vec4 regionAtlasProbe(vec3 sceneHit,vec2 worldOffset,vec3 glassHit){
vec2 probeSceneUv=projectUv(sceneHit+vec3(worldOffset,0.));
vec4 probe=sampleScene(probeSceneUv);
return vec4(probe.rgb,regionAtlasEvidence(probeSceneUv,probe.rgb,glassHit));
}
vec4 regionAtlasScore(vec3 centerColor,float centerEvidence,vec3 probeColor,float probeEvidence){
float evidenceGain=probeEvidence-centerEvidence,darkGain=regionLuminance(centerColor)-regionLuminance(probeColor),blend=0.;
if(probeEvidence>.05&&evidenceGain>.02&&darkGain>.015)blend=min(.4,evidenceGain*2.)*min(1.,max(0.,darkGain*4.));
return vec4(blend,probeEvidence,0.,0.);
}
vec3 regionAtlasRepresentative(vec3 centerColor,float centerEvidence,vec3 sceneHit,vec3 glassHit,out float evidence){
vec3 bestColor=centerColor;float bestEvidence=centerEvidence,bestBlend=0.;
vec2 probeStep=uPaneSize/(uRegionGridSize*8.)*.25;
vec4 probe,score;
probe=regionAtlasProbe(sceneHit,vec2(probeStep.x,0.),glassHit);score=regionAtlasScore(centerColor,centerEvidence,probe.rgb,probe.a);if(score.x>bestBlend){bestColor=mix(centerColor,probe.rgb,score.x);bestEvidence=max(centerEvidence,probe.a);bestBlend=score.x;}
probe=regionAtlasProbe(sceneHit,vec2(-probeStep.x,0.),glassHit);score=regionAtlasScore(centerColor,centerEvidence,probe.rgb,probe.a);if(score.x>bestBlend){bestColor=mix(centerColor,probe.rgb,score.x);bestEvidence=max(centerEvidence,probe.a);bestBlend=score.x;}
probe=regionAtlasProbe(sceneHit,vec2(0.,probeStep.y),glassHit);score=regionAtlasScore(centerColor,centerEvidence,probe.rgb,probe.a);if(score.x>bestBlend){bestColor=mix(centerColor,probe.rgb,score.x);bestEvidence=max(centerEvidence,probe.a);bestBlend=score.x;}
probe=regionAtlasProbe(sceneHit,vec2(0.,-probeStep.y),glassHit);score=regionAtlasScore(centerColor,centerEvidence,probe.rgb,probe.a);if(score.x>bestBlend){bestColor=mix(centerColor,probe.rgb,score.x);bestEvidence=max(centerEvidence,probe.a);bestBlend=score.x;}
evidence=bestEvidence;
return bestColor;
}
#endif
void evaluateCell(vec2 cell,vec2 local,vec2 grid,vec2 cellSize,vec2 cellDimensions,float cellWorld,float opticalTravel,float style,out vec2 affineUv,out mat2 transform,out vec2 curvedSlope,out vec2 facetSlope){
vec2 random=hash2(cell),widths;
if(style>.5){
widths=mix(vec2(.82),vec2(1.12),hash2(cell+vec2(11.4,9.8)));
float angle=(random.x-.5)*.08,c=cos(angle),s=sin(angle);
transform=mat2(widths.x*c,-widths.y*s,widths.x*s,widths.y*c);
float centerJitter=.16;
vec2 sourceCenter=(cell+.5)/grid+(random-.5)*centerJitter*cellSize;
affineUv=sourceCenter+transform*(local*cellSize);
}else{
// Default style keeps a single continuous image footprint across cells.
transform=mat2(1.);
affineUv=(cell+.5)/grid+local*cellSize;
}
// Positive height bulges toward the observer (+Z); negative height is concave.
float curvature=clamp(uCurvature,-1.,1.),surfaceCurvatureValue=surfaceCurvature();
vec2 q=clamp(2.*local,-1.,1.),q2=q*q,q3=q2*q,b=1.-q2*q2;
if(style>.5){
float amplitude=mix(.92,1.08,hash(cell+vec2(41.7,17.3))),height=.009*cellWorld*surfaceCurvatureValue*amplitude;
vec2 skew=(hash2(cell+vec2(23.8,61.2))-.5)*.28;float asym=1.+dot(skew,q);
vec2 dhdq=height*vec2(-4.*q3.x*b.y*asym+b.x*b.y*skew.x,-4.*q3.y*b.x*asym+b.x*b.y*skew.y);
vec2 grad=-2.*dhdq/cellDimensions;
curvedSlope=grad+(random-.5)*.012;facetSlope=(random-.5)*.012;
}else{
curvedSlope=.30*uCellLensScale*cellDimensions/max(abs(opticalTravel),.6)*signedCurvatureScale()*sin(6.2831853*local);
facetSlope=vec2(0.);
}
}
void main(){
vec2 screenUv=vUv;
#ifdef REGION_ATLAS
vec2 atlasPixel=floor(vUv*uRegionAtlasSize),atlasCell=floor(atlasPixel/8.),atlasLocal=(mod(atlasPixel,8.)+.5)/8.;
vec2 atlasPaneUv=(atlasCell+atlasLocal)/uRegionGridSize;
screenUv=projectUv(vec3((atlasPaneUv-.5)*uPaneSize,uGlassZ));
#endif
if(uStrength<=.001){
#ifdef REGION_ATLAS
gl_FragColor=vec4(sampleScene(screenUv).rgb,0.);
#else
gl_FragColor=sampleScene(screenUv);
#include <colorspace_fragment>
#endif
return;}
vec4 f=uContentInverseViewProjection*vec4(screenUv*2.-1.,1.,1.);float fw=abs(f.w)<.0001?(f.w<0.?-.0001:.0001):f.w;vec3 farWorld=f.xyz/fw;vec3 i=normalize(farWorld-uContentCameraPosition);float gt=(uGlassZ-uContentCameraPosition.z)/safeZ(i.z);vec3 gh=uContentCameraPosition+i*gt;
vec2 paneUv=gh.xy/uPaneSize+.5;vec2 grid=vec2(uGridSize,max(1.,uGridSize*uPaneSize.y/uPaneSize.x));vec2 gridUv=paneUv*grid,cell=floor(gridUv),local=fract(gridUv)-.5,cellSize=1./grid;float style=clamp(uMosaicStyle,0.,1.),cellWorld=min(uPaneSize.x/grid.x,uPaneSize.y/grid.y);
#ifdef REGION_ATLAS
paneUv=atlasPaneUv;grid= uRegionGridSize;gridUv=paneUv*grid;cell=floor(gridUv);local=fract(gridUv)-.5;cellSize=1./grid;cellWorld=min(uPaneSize.x/grid.x,uPaneSize.y/grid.y);
#endif
if(paneUv.x<0.||paneUv.x>1.||paneUv.y<0.||paneUv.y>1.){
#ifdef REGION_ATLAS
gl_FragColor=vec4(uBackgroundColor,0.);
#else
gl_FragColor=vec4(uBackgroundColor,1.);
#include <colorspace_fragment>
#endif
return;}
vec2 cellDimensions=uPaneSize/grid;
float opticalTravel=-max(abs(uSourceZ-gh.z),.6);
vec2 affineUv,curvedSlope,facetSlope;mat2 transform;
evaluateCell(cell,local,grid,cellSize,cellDimensions,cellWorld,opticalTravel,style,affineUv,transform,curvedSlope,facetSlope);
if(style<=.5){
vec2 smoothFacet=.003*vec2(sin(6.2831853*paneUv.x),sin(6.2831853*paneUv.y));
curvedSlope+=smoothFacet;facetSlope=smoothFacet;
}else{
vec2 edge=.5-abs(local),neighborSign=mix(vec2(-1.),vec2(1.),step(vec2(0.),local));
float normalBlend=.16;
vec2 weights=1.-smoothstep(vec2(-normalBlend),vec2(normalBlend),edge);
float xSplitWeight=weights.x*(1.-weights.y),ySplitWeight=(1.-weights.x)*weights.y;
float diagonalSplitWeight=weights.x*weights.y,centerSplitWeight=(1.-weights.x)*(1.-weights.y);
if(weights.x>0.||weights.y>0.){
vec2 neighborAffine,neighborCurved,neighborFacet;mat2 neighborTransform;
vec2 xWeight=vec2(xSplitWeight,0.);
vec2 yWeight=vec2(0.,ySplitWeight);
affineUv*=centerSplitWeight;transform*=centerSplitWeight;curvedSlope*=centerSplitWeight;facetSlope*=centerSplitWeight;
if(xWeight.x>0.){
vec2 offset=vec2(neighborSign.x,0.);
evaluateCell(cell+offset,local-offset,grid,cellSize,cellDimensions,cellWorld,opticalTravel,style,neighborAffine,neighborTransform,neighborCurved,neighborFacet);
affineUv+=neighborAffine*xWeight.x;transform+=neighborTransform*xWeight.x;curvedSlope+=neighborCurved*xWeight.x;facetSlope+=neighborFacet*xWeight.x;
}
if(yWeight.y>0.){
vec2 offset=vec2(0.,neighborSign.y);
evaluateCell(cell+offset,local-offset,grid,cellSize,cellDimensions,cellWorld,opticalTravel,style,neighborAffine,neighborTransform,neighborCurved,neighborFacet);
affineUv+=neighborAffine*yWeight.y;transform+=neighborTransform*yWeight.y;curvedSlope+=neighborCurved*yWeight.y;facetSlope+=neighborFacet*yWeight.y;
}
if(diagonalSplitWeight>0.){
vec2 offset=neighborSign;
evaluateCell(cell+offset,local-offset,grid,cellSize,cellDimensions,cellWorld,opticalTravel,style,neighborAffine,neighborTransform,neighborCurved,neighborFacet);
affineUv+=neighborAffine*diagonalSplitWeight;transform+=neighborTransform*diagonalSplitWeight;curvedSlope+=neighborCurved*diagonalSplitWeight;facetSlope+=neighborFacet*diagonalSplitWeight;
}
}
}
vec3 nCurved=normalize(vec3(curvedSlope,1.)),nFacet=normalize(vec3(facetSlope,1.));
vec3 straightHit=gh+i*((uSourceZ-gh.z)/safeZ(i.z));
vec3 curvedRay=bend(i,nCurved),curvedHit=gh+curvedRay*((uSourceZ-gh.z)/safeZ(curvedRay.z));
// Keep the artistic Mosaic optical path independent of physical glass-to-photo contact distance.
vec2 rawDelta=(curvedRay.xy/safeZ(curvedRay.z)-i.xy/safeZ(i.z))*opticalTravel;
vec2 worldDelta=vec2(softLimit(rawDelta.x,cellWorld*.55),softLimit(rawDelta.y,cellWorld*.55));
if(style>.5){
vec3 facetRay=bend(i,nFacet);vec3 facetHit=gh+facetRay*((uSourceZ-gh.z)/safeZ(facetRay.z));
vec2 base=facetHit.xy-straightHit.xy,curve=curvedHit.xy-facetHit.xy;
worldDelta=vec2(softLimit(base.x,cellWorld*.08),softLimit(base.y,cellWorld*.08));
vec2 d=curve/cellWorld;
worldDelta+=vec2(.3*d.x/(.3+abs(d.x)),.3*d.y/(.3+abs(d.y)))*cellWorld;
}else{
vec3 referenceI=normalize(gh-vec3(0.,0.,uContentCameraPosition.z)),referenceRay=bend(referenceI,nCurved);
vec2 incidenceDelta=curvedRay.xy/max(-curvedRay.z,.0001)-referenceRay.xy/max(-referenceRay.z,.0001);
vec2 boundedIncidence=incidenceDelta/sqrt(incidenceDelta*incidenceDelta+vec2(.025*.025));
vec2 cellEnvelope=.5+.5*cos(6.2831853*local);
worldDelta+=boundedIncidence*cellEnvelope*cellDimensions*signedCurvatureScale()*.18;
}
vec2 sampleUv=affineUv+transform*(worldDelta/uPaneSize);
float edgeDistance=min(min(paneUv.x,paneUv.y),min(1.-paneUv.x,1.-paneUv.y));float edgeTaper=style<=.5?1.25:.75;float edgeWeight=smoothstep(0.,max(cellSize.x,cellSize.y)*edgeTaper,edgeDistance);float strength=clamp(uStrength,0.,1.)*edgeWeight;
vec4 color;vec3 sceneHit=straightHit+vec3(worldDelta*strength,0.);vec2 finalSceneUv=projectUv(sceneHit);
if(style<=.5){
sceneHit=refineSceneHit(gh,normalize(mix(i,curvedRay,strength)),sceneHit,cellWorld);
finalSceneUv=projectUv(sceneHit);
}
#ifdef REGION_ATLAS
vec3 atlasCenterColor=sampleScene(finalSceneUv).rgb;
float atlasEvidence=regionProtectionWeight(finalSceneUv)*(1.-smoothstep(.10,.20,regionLuminance(atlasCenterColor)));
#endif
#ifdef REGION_ATLAS
if(style<=.5){
float representativeEvidence=atlasEvidence;
color=vec4(regionAtlasRepresentative(atlasCenterColor,atlasEvidence,sceneHit,gh,representativeEvidence),representativeEvidence);
atlasEvidence=representativeEvidence;
}else{
color=sampleCell(paneUv,sampleUv,strength,cell,cellSize,style);
}
#else
if(style<=.5){
color=sampleScene(finalSceneUv);
}else{
color=sampleCell(paneUv,sampleUv,strength,cell,cellSize,style);
}
#endif
#ifndef REGION_ATLAS
if(uRegionAvailable>.5&&uRegionStrength>.001&&uMosaicStyle<.5){
vec3 p0=regionColor(cell,0.),p1=regionColor(cell,1.),p2=regionColor(cell,2.),p3=regionColor(cell,3.);
float ownLabel=nearestRegion(color.rgb,p0,p1,p2,p3);vec4 votes=vec4(0.);float totalWeight=0.,ownWeight=0.;
vec2 texelCoord=fract(gridUv)*8.-.5,anchor=floor(texelCoord+.5);
for(int y=-1;y<=1;y++)for(int x=-1;x<=1;x++){
vec2 offset=vec2(float(x),float(y)),delta=anchor+offset-texelCoord;
float weight=pow(max(0.,1.-length(delta)/1.5),2.);
if(weight>0.){
vec3 atlasColor=regionAtlasColor(cell,anchor+offset);float label=nearestRegion(atlasColor,p0,p1,p2,p3);
votes+=vec4(step(abs(label-vec4(0.,1.,2.,3.)),vec4(.1)))*weight;totalWeight+=weight;
ownWeight+=step(abs(label-ownLabel),.1)*weight;
}
}
float winningLabel=ownLabel,winningWeight=ownWeight;
if(votes.x>winningWeight){winningLabel=0.;winningWeight=votes.x;}if(votes.y>winningWeight){winningLabel=1.;winningWeight=votes.y;}if(votes.z>winningWeight){winningLabel=2.;winningWeight=votes.z;}if(votes.w>winningWeight){winningLabel=3.;winningWeight=votes.w;}
bool simplify=totalWeight>0.&&winningWeight/totalWeight>.55&&ownWeight/totalWeight<.40;
float radialLabel=simplify?winningLabel:ownLabel;vec3 radialColor=selectRegion(p0,p1,p2,p3,radialLabel);
vec2 historyTexel=clamp(floor(fract(gridUv)*8.),vec2(0.),vec2(7.));
vec2 historyUv=(cell*8.+historyTexel+.5)/uRegionAtlasSize;
vec4 splitHistory=texture2D(uRegionHistory,historyUv);
vec3 splitColor=splitHistory.a>.00001?splitHistory.rgb/splitHistory.a:radialColor;
vec3 candidateColor=mix(radialColor,splitColor,splitHistory.a);
// The palette describes broad color planes, not an opaque replacement image.
// Preserve the same continuously refracted sample underneath every plane.
candidateColor=mix(candidateColor,color.rgb,uTransmissionDetail);
color.rgb=mix(color.rgb,candidateColor,clamp(uRegionStrength*clamp(uStrength,0.,1.)*regionSurfaceValid(finalSceneUv,gh),0.,1.));
}
#endif
#ifndef REGION_ATLAS
color.a=1.;
vec3 v=normalize(uContentCameraPosition-gh),reflected=reflect(-v,nCurved); float lightT=(uLightPosition.z-gh.z)/safeZ(reflected.z); vec2 lightHit=gh.xy+reflected.xy*lightT; vec2 halfSize=vec2(.32,.42)*min(uPaneSize.x,uPaneSize.y); vec2 windowCoord=abs(lightHit-uLightPosition.xy)/halfSize; vec2 windowMask=1.-smoothstep(vec2(.45),vec2(1.15),windowCoord); float surfaceReflectionWeight=mix(.35,1.,edgeWeight); float glossStrength=clamp(uGlossStrength,0.,1.); float spec=windowMask.x*windowMask.y*step(.0001,reflected.z)*step(0.,lightT); float specGloss=spec*glossStrength*.12*surfaceReflectionWeight*clamp(uStrength,0.,1.); vec2 broadWindowMask=1.-smoothstep(vec2(.15),vec2(1.75),windowCoord); float broadFacing=pow(max(dot(nCurved,v),0.),2.); float broadReflection=broadWindowMask.x*broadWindowMask.y*broadFacing*glossStrength*.035*surfaceReflectionWeight*clamp(uStrength,0.,1.); color.rgb=mix(color.rgb,vec3(1.),specGloss+broadReflection); gl_FragColor=color;
// Common, static room environment. Reflected direction varies with the same
// curved normal as transmission; no image relighting or timed sparkle.
float fresnel=.04+.96*pow(1.-clamp(dot(nCurved,v),0.,1.),5.);
float environmentWeight=uEnvironmentStrength*glossStrength*(.35+.65*fresnel)*surfaceReflectionWeight*clamp(uStrength,0.,1.);
vec3 environmentColor=mix(vec3(.10,.13,.18),vec3(.65,.72,.80),smoothstep(-.35,.65,reflected.y));
if(style<=.5)color.rgb=mix(color.rgb,environmentColor,environmentWeight);
gl_FragColor=color;
#include <colorspace_fragment>
#else
color.a=atlasEvidence;
gl_FragColor=color;
#endif
}