The frame differenced against its own offset copy — edges only.
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 base = texture2D(uTex, vUv); vec2 off = vec2(uSpread, -uSpread * 0.6); vec3 shifted = texture2D(uTex, fract(vUv + off)).rgb; vec3 diff = abs(base.rgb - shifted); gl_FragColor = vec4(mix(base.rgb, diff, uAmount), base.a); }