Tone quantised into topographic bands.
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 srcTex = texture2D(uTex, vUv); vec3 c = srcTex.rgb; float l = dot(c, vec3(0.299, 0.587, 0.114)); float n = mix(4.0, 26.0, uBands); float q = floor(l * n) / n; // Bright line exactly on each contour, like an elevation map. float edge = abs(fract(l * n) - 0.5) * 2.0; float line = smoothstep(0.86, 1.0, edge); vec3 banded = hsv2rgb(vec3(fract(0.62 - q * 0.72), 0.62, 0.35 + q * 0.75)); gl_FragColor = vec4(mix(c, banded + line * 0.55, uAmount), srcTex.a); }