Endless recursive zoom — the image falls into itself forever.
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 c = vUv - 0.5; c.x *= uResolution.x / max(uResolution.y, 1.0); float r = max(length(c), 1e-4); float a = atan(c.y, c.x); // Log-polar space turns "scale by N" into "translate by log N", so a // simple scroll along lr yields a seamless infinite zoom. float zoom = mix(1.0, 4.0, uDepth); float lr = log(r); a += uTwist * lr * 1.2 + uTime * 0.12; float band = 6.2831 / zoom; float rr = exp(mod(lr - uTime * 0.35, band) - band * 0.5); vec2 uv = 0.5 + vec2(cos(a), sin(a)) * rr * 0.5; // Mirror-tile the lookup so the recursion never hits a clamped edge. vec2 muv = abs(fract(uv * 0.5) * 2.0 - 1.0); gl_FragColor = texture2D(uTex, muv); }