Chaotic per-region hue jolts.
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); vec2 cell = floor(vUv*uScale); float shift = (rand(cell + floor(uTime*3.0)) - 0.5) * uAmount; vec3 hsv = rgb2hsv(c.rgb); hsv.x = fract(hsv.x + shift); hsv.y = clamp(hsv.y * (1.0 + shift*2.0), 0.0, 1.0); gl_FragColor = vec4(hsv2rgb(hsv), c.a); }