Two grids beating against each other.
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 srcTex = texture2D(uTex, vUv); vec3 c = srcTex.rgb; vec2 a = vUv * uResolution / uResolution.y; float f = mix(60.0, 420.0, uPitch); float ang = 0.08 + uTime * 0.05; vec2 r = vec2(a.x * cos(ang) - a.y * sin(ang), a.x * sin(ang) + a.y * cos(ang)); // Interference between two near-identical gratings — the beat pattern is // far coarser than either grid, which is what makes moire read. float g1 = sin(a.x * f) * sin(a.y * f); float g2 = sin(r.x * f * 1.04) * sin(r.y * f * 1.04); float beat = (g1 * g2) * 0.5 + 0.5; vec3 tint = hsv2rgb(vec3(fract(beat * 0.6 + uTime * 0.03), 0.55, 1.0)); gl_FragColor = vec4(mix(c, c * (0.35 + beat * 1.3) * tint * 1.4, uAmount), srcTex.a); }