Block reuse from previous frames.
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 block = floor(vUv/uScale)*uScale; float n = rand(block + floor(uTime*4.0)*0.13); // How many blocks ever get touched now scales with amount too, not just // how far they move — at max, nearly every block is fair game instead of // a fixed ~45% no matter how hard the dial is pushed. float thresh = 1.0 - clamp(uAmount, 0.0, 1.0) * 0.92; vec2 off = (vec2(rand(block+1.7), rand(block+5.3))-0.5) * uAmount * 0.4 * step(thresh, n); gl_FragColor = texture2D(uTex, vUv + off); }