Animated plasma overlay — pure psychedelic energy.
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; // Speed folded into a constant: a third param is unreachable from the pad. float t = uTime; float v = sin(p.x + t) + sin(p.y + t*1.3) + sin((p.x+p.y)*0.7 + t*0.7) + sin(length(p-uScale*0.5)*1.5 + t); vec3 plasma = 0.5 + 0.5*cos(v + vec3(0.0, 2.094, 4.188)); gl_FragColor = vec4(mix(c.rgb, c.rgb*plasma*1.4, uAmount), c.a); }