Fibrous substrate multiplied over the image — distinct from Film Grain's halation.
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); vec2 p = vUv * uScale; float fiber = noise(p) * 0.5 + noise(p * 2.3 + 7.0) * 0.3 + noise(p * 5.1 - 3.0) * 0.2; fiber = fiber * 0.5 + 0.5; vec3 toned = c.rgb * mix(1.0, fiber, uAmount); gl_FragColor = vec4(toned, c.a); }