Flowing fluid distortion.
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(){ vec2 p = vUv*uScale; vec2 d = vec2(noise(p+uTime*0.4), noise(p+10.0-uTime*0.3))-0.5; gl_FragColor = texture2D(uTex, vUv + d*uAmount*0.15); }