Quantize coordinates AND color — pure 8-bit decay.
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(){ vec2 px = 1.0/uResolution * uPixels; vec2 uv = floor(vUv/px)*px; vec4 c = texture2D(uTex, uv); float q = pow(2.0, uBits); c.rgb = floor(c.rgb*q)/q; gl_FragColor = c; }