Voronoi shattering into crystal facets.
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 p = vUv*uScale; vec2 ip = floor(p), fp = fract(p); vec2 best = vec2(0.0); float bd = 99.0; for (int j=-1;j<=1;j++) for (int i=-1;i<=1;i++) { vec2 g = vec2(float(i),float(j)); vec2 o = vec2(rand(ip+g), rand(ip+g+3.7)); o = 0.5 + 0.5*sin(uTime*0.3 + 6.28*o); vec2 r = g + o - fp; float d = dot(r,r); if (d < bd) { bd = d; best = ip+g+o; } } vec2 cuv = best/uScale; gl_FragColor = mix(texture2D(uTex,vUv), texture2D(uTex,cuv), uAmount); }