Horizontal blue streaks off the highlights.
GLSL fragment shader
The effect's own code. The uniforms and helpers above it — uTex, uFeedback, the depth proxy, the frame ring, depthAt(), timeAt() — are the same header every Ether-MOSH shader opens with, and are documented once on the registry rather than reprinted on all 143 pages.
void main(){ vec4 srcTex = texture2D(uTex, vUv); vec3 c = srcTex.rgb; vec3 L = vec3(0.299, 0.587, 0.114); float reach = mix(0.02, 0.20, uLength); // Streak purely along X — the signature of an anamorphic lens, and the // reason it reads as cinema rather than as a general glow. vec3 streak = vec3(0.0); float w = 0.0; for (int i = -6; i <= 6; i++) { float t = float(i) / 6.0; vec3 s = texture2D(uTex, vUv + vec2(t * reach, 0.0)).rgb; float hi = max(0.0, dot(s, L) - 0.38); float k = 1.0 - abs(t); streak += s * hi * k; w += k; } streak /= w; gl_FragColor = vec4(c + streak * vec3(0.35, 0.6, 1.0) * uAmount * 9.0, srcTex.a); }