Dead-channel TV 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); // Coarse runs the snow from fine sensor noise to chunky dead-channel // blocks — a different texture, not merely more of the same. vec2 grid = mix(vec2(1024.0, 768.0), vec2(90.0, 64.0), uCoarse); float n = rand(floor(vUv*grid) + floor(uTime*24.0)); gl_FragColor = vec4(mix(c.rgb, vec3(n), uAmount*0.85), c.a); }