Recursive self-similar zoom into 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 uv = vUv; vec4 c = vec4(0.0); float w = 0.0; for (int i=0; i<6; i++) { if (float(i) >= uDepth) break; float s = pow(0.6, float(i)); vec2 p = (uv - 0.5) * s + 0.5 + vec2(sin(uTime*0.3+float(i)), cos(uTime*0.4+float(i)))*0.05; c += texture2D(uTex, p) * s; w += s; } gl_FragColor = mix(texture2D(uTex,vUv), c/w, uAmount); }