Lit metal relief stamped from the image.
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 px = 1.0 / uResolution; vec3 L = vec3(0.299, 0.587, 0.114); float d = mix(1.0, 5.0, uDepth); float l = dot(texture2D(uTex, vUv).rgb, L); float lx = dot(texture2D(uTex, vUv + vec2(px.x * d, 0.0)).rgb, L); float ly = dot(texture2D(uTex, vUv + vec2(0.0, px.y * d)).rgb, L); float k = 6.0 * (1.0 + uDepth * 3.0); vec3 n = normalize(vec3((l - lx) * k, (l - ly) * k, 1.0)); vec3 lightDir = normalize(vec3(0.6, 0.7, 0.5)); float diff = max(0.0, dot(n, lightDir)); float spec = pow(max(0.0, dot(reflect(-lightDir, n), vec3(0.0, 0.0, 1.0))), 24.0); vec3 metal = vec3(0.46, 0.47, 0.52) * (0.35 + diff * 0.9) + spec * 0.85; gl_FragColor = vec4(mix(texture2D(uTex, vUv).rgb, metal, uAmount), texture2D(uTex, vUv).a); }