Bands of missing data replaced with flat noise.
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 band = floor(vUv.y / max(0.005, uScale)); float bandSeed = rand(vec2(band, floor(uTime * 3.0))); float dead = step(1.0 - uAmount * 0.6, bandSeed); float n = rand(vUv * vec2(400.0, 900.0) + uTime); vec3 noiseCol = vec3(n * 0.15 + 0.02); gl_FragColor = vec4(mix(c.rgb, noiseCol, dead), c.a); }