If you have no textural detail in the eye and therefore can afford some
discontinuity in the tension it's easy enough to achieve.
Use one mesh for the deforming eye, a second one that's a proper sphere
with the iris centered around the iris, bind it to the stretchy mesh from
the iris out so the iris receives minimal distortion (that can then be
trivially made perfectly circular if you want absolutely zero distortion
with an ICE op), then project the rest on the deformed sphere.

It takes some monstrous extreme before you get collisions (area around the
Iris crashing into the iris), but if that happens you can still run several
iterations of smooth and reproject as a final pass.

Alternatively yes, you can do it with a shader and have a representation of
that on a mesh with an equivalent OGL shader or with a simple approximation
on a mesh for just the iris for animators and render it flawlessly as
displacement and geo culling at rendertime (something we also have a shader
to do here), but it's not really necessary unless you have some stringent
requirement for surface tension being extremely uniform.

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