Two fields from different moments woven into one frame.
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 cur = texture2D(uTex, vUv); vec3 past = timeAt(vUv, uAge); float row = floor(vUv.y * uResolution.y); float oddRow = mod(row, 2.0); float mixAmt = uAmount * oddRow; gl_FragColor = vec4(mix(cur.rgb, past, mixAmt), cur.a); }