3D rotational tilt with depth 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 - 0.5; float t = uAmount * 0.7; if (uAxis < 0.5) { float z = 1.0 + p.x*t; p /= z; } else { float z = 1.0 + p.y*t; p /= z; } gl_FragColor = texture2D(uTex, p+0.5); }