Random rectangular regions swap coordinates.
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(){ float t = floor(uTime*uSpeed); vec2 cell = floor(vUv*8.0); float r = rand(cell + t); vec2 jump = vec2(rand(cell+t+1.3), rand(cell+t+5.1)); vec2 uv = mix(vUv, jump + fract(vUv*8.0)/8.0, step(1.0-uAmount*0.6, r)); gl_FragColor = texture2D(uTex, uv); }