Procedural handheld jitter — the whole frame shudders like a dropped tripod.
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(){ float t = uTime * uSpeed; vec2 shake = vec2(noise(vec2(t, 11.0)) - 0.5, noise(vec2(t, 47.0)) - 0.5) * uAmount * 0.06; vec2 uv = fract(vUv + shake); gl_FragColor = texture2D(uTex, uv); }