Invert highlights — print blowout.
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); vec3 inv = 1.0 - c.rgb; // Pivot moves which tones invert — the whole character of a solarisation. vec3 sol = mix(c.rgb, inv, step(vec3(uPivot), c.rgb)); gl_FragColor = vec4(mix(c.rgb, sol, uAmount), c.a); }