Fake luminous halo.
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 c = texture2D(uTex, vUv); // 13-tap disc rather than a 7x7 grid: the old kernel spanned +/-3 taps at // 4px spacing, so 12px of reach buys the same halo for a quarter of the cost. vec3 glow = discBright(vUv, 14.0, uThreshold); // Threshold capped below 1.0 and the gain renormalised by what survives it. // At threshold 1.0 nothing exceeded the cut and the effect vanished // completely — dragging the pad's Y axis up used to switch bloom OFF. float gain = 5.5 / max(0.25, 1.0 - uThreshold); gl_FragColor = vec4(c.rgb + glow * uAmount * gain, c.a); }