Two-color gradient mapping.
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); float l = dot(c.rgb, vec3(0.299,0.587,0.114)); vec3 a = hsv2rgb(vec3(uHue, 0.9, 0.15)); vec3 b = hsv2rgb(vec3(fract(uHue+0.5), 0.9, 1.0)); gl_FragColor = vec4(mix(c.rgb, mix(a,b,l), uAmount), c.a); }