Soft Orton-effect dreamy diffusion.
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); // Disc kernel rather than a 7x7 Gaussian: same look, 13 fetches not 49. // uRadius*3 matches the old kernel's reach (it stepped +/-3 taps). vec3 blur = discBlur(vUv, uRadius * 3.0); vec3 screen = 1.0 - (1.0 - c.rgb) * (1.0 - blur); gl_FragColor = vec4(mix(c.rgb, screen, uAmount), c.a); }