JPEG-like quantization fractures.
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; vec2 block = floor(vUv/(px*uSize))*(px*uSize); vec4 c = texture2D(uTex, block); float q = mix(64.0, 4.0, uAmount); c.rgb = floor(c.rgb*q)/q; gl_FragColor = c; }