Foliage-style false-color channel swap.
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); vec3 sw = vec3(c.g, c.b*0.6 + c.r*0.4, c.r); sw.r = pow(sw.r, 0.7); // Aerochrome foliage glows; blooming the swapped red sells the false colour. sw += vec3(1.0, 0.35, 0.55) * max(0.0, sw.r - 0.45) * uBloom * 1.6; gl_FragColor = vec4(mix(c.rgb, sw, uAmount), c.a); }