Two concentric ring systems at incommensurate frequencies — hypnotic interference beats that never repeat.
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 - 0.5; float rr = length(p) * 28.0 * uDensity; float t = uTime * uSpeed; float ring1 = sin(rr - t * 2.0); float ring2 = sin(rr * 1.0847 + t * 1.73); float moire = ring1 * ring2 * 0.5 + 0.5; moire = pow(moire, 1.8); float hue = moire * 0.5 + t * 0.08 + length(p) * 0.4; vec3 col = hsv2rgb(vec3(fract(hue), 0.95, 0.5 + 0.5 * moire)); vec4 c = texture2D(uTex, vUv); gl_FragColor = vec4(mix(c.rgb, c.rgb * 0.2 + col * 1.6, moire * uAmount), c.a); }