Iridescent sweep.
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 c = texture2D(uTex, vUv); float s = sin((vUv.x + vUv.y)*8.0 + uTime*uSpeed)*0.5+0.5; vec3 holo = hsv2rgb(vec3(s, 0.8, 1.0)); gl_FragColor = vec4(mix(c.rgb, c.rgb + holo*0.6, uAmount*s), c.a); }