Hexagonal cell fracturing with random offsets.
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 p = vUv * uScale; vec2 r = vec2(1.0, 1.7320508); vec2 h = r*0.5; vec2 a = mod(p, r) - h; vec2 b = mod(p + h, r) - h; vec2 gv = dot(a,a) < dot(b,b) ? a : b; vec2 id = (vUv*uScale - gv); vec2 off = (vec2(rand(id), rand(id+3.7)) - 0.5) * uAmount * 0.15; float crack = smoothstep(0.45, 0.5, max(abs(gv.x), abs(gv.y))); vec4 c = texture2D(uTex, vUv + off); gl_FragColor = vec4(c.rgb * (1.0 - crack*uAmount), c.a); }