Directional motion smear.
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(){ // Half turn — a full 2*PI sweep returns to its own starting direction. vec2 dir = vec2(cos(uAngle), sin(uAngle)); vec4 acc = vec4(0.0); float w = 0.0; for (int i=0;i<8;i++){ float t = float(i)/8.0; float k = 1.0 - t; acc += texture2D(uTex, vUv - dir*t*uAmount*0.16) * k; w += k; } gl_FragColor = acc/w; }