Pixels fly outward from center based on luminance.
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; vec4 base = texture2D(uTex, vUv); float l = dot(base.rgb, vec3(0.299,0.587,0.114)); // Shatter breaks the push into blocks, so it reads as fragments flying // apart rather than as a smooth warp. vec2 cell = vec2(mix(6.0, 48.0, uShatter)); float bl = dot(texture2D(uTex, floor(vUv * cell) / cell).rgb, vec3(0.299,0.587,0.114)); vec2 uv = vUv - p * (mix(l, bl, uShatter) - 0.5) * uAmount * 1.1; gl_FragColor = texture2D(uTex, clamp(uv, 0.0, 1.0)); }