Each row sampled from a different time-warped position.
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(){ float w = sin(vUv.y*uFreq + uTime*2.0) * cos(vUv.y*uFreq*0.37 - uTime*1.3); vec2 uv = vec2(fract(vUv.x + w*uAmount*0.2), vUv.y); gl_FragColor = texture2D(uTex, uv); }