Vintage edge flares.
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 d = distance(vUv, vec2(0.1 + sin(uTime*0.3)*0.1, 0.5)); // Warmth runs the leak from a cold flare to a sun-struck orange one. vec3 tint = mix(vec3(0.35, 0.75, 1.0), vec3(1.0, 0.45, 0.15), uWarmth); gl_FragColor = vec4(c.rgb + tint * smoothstep(mix(0.35, 0.95, uWarmth), 0.0, d) * uAmount * 1.5, c.a); }