Full tonal negative, with an audio-driven punch.
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 inverted = 1.0 - c.rgb; // uAmount arrives pre-boosted by the renderer's AMOUNT_RENDER_BOOST (2x) // for effects that want extra reach past their declared range — halving // it back recovers the 0..1 mix factor this effect actually needs, so // the pulse term below has real headroom to push into instead of a // shipped default that's already saturated the clamp on its own. float baseAmt = uAmount * 0.5; float m = clamp(baseAmt + uPulse * uPulse * uPunch, 0.0, 1.0); gl_FragColor = vec4(mix(c.rgb, inverted, m), c.a); }