Cathode ray tube banding.
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); float s = sin(vUv.y * uDensity) * 0.5 + 0.5; c.rgb *= mix(1.0, s, uAmount); gl_FragColor = c; }