Vertical drip downward.
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(){ float drip = noise(vec2(vUv.x*40.0, 0.0)); float t = uTime * uSpeed * 0.3; float y = vUv.y + drip * uAmount * (sin(t + drip*10.0)*0.5+0.5) * 0.3; gl_FragColor = texture2D(uTex, vec2(vUv.x, clamp(y,0.0,1.0))); }