A radioactive, glitching outline traces the edge of your body.
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 base = texture2D(uTex, vUv); vec2 px = uThickness / uResolution; // Edge detection on the depth proxy finds the silhouette boundary. float d = depthAt(vUv); float dx = abs(depthAt(vUv + vec2(px.x, 0.0)) - d); float dy = abs(depthAt(vUv + vec2(0.0, px.y)) - d); float edge = clamp((dx + dy) * 4.0, 0.0, 1.0); // Fire-like turbulence on the edge only float fire = noise(vUv * 30.0 - vec2(0.0, uTime * 3.0)); float aura = edge * (0.4 + fire * 0.6); vec3 glowColor = hsv2rgb(vec3(fract(uTime * 0.2 + vUv.y * 0.5), 0.8, 1.0)); gl_FragColor = vec4(base.rgb + glowColor * aura * uAmount * 2.5, base.a); }