Vertical slab drift.
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 col = floor(vUv.x*uCols); float drift = (sin(col*1.7 + uTime*0.7)*0.5 + noise(vec2(col, uTime*0.4))-0.5) * uAmount * 0.3; gl_FragColor = texture2D(uTex, vec2(vUv.x, fract(vUv.y + drift))); }