Makes the masked part of the frame disappear: into a void, behind the learned background, or into haze.
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 src = texture2D(uTex, vUv); vec2 asp = vec2(uResolution.y / max(1.0, uResolution.x), 1.0); vec3 haze = vec3(0.0); for (int i = 0; i < 16; i++) { float fi = float(i); float r = sqrt((fi + 0.5) / 16.0) * 0.085; float an = fi * 2.39996 + uTime * 0.05; haze += texture2D(uTex, clamp(vUv + vec2(cos(an), sin(an)) * r * asp, 0.0, 1.0)).rgb; } haze /= 16.0; vec2 q = vUv * 3.0 + vec2(uTime * 0.03, -uTime * 0.02); float neb = noise(q) * 0.6 + noise(q * 2.3 + 7.1) * 0.4; vec3 voidc = vanishHue(uTint) * (0.012 + neb * neb * 0.09 * uGlow); vec4 plate = texture2D(uPlateTex, vUv); float conf = uPlateLive * smoothstep(0.2, 0.65, plate.a); vec3 plateC = mix(haze * 0.92, plate.rgb, conf); vec3 outc = uStyle < 0.5 ? voidc : uStyle < 1.5 ? plateC : haze * 0.9; gl_FragColor = vec4(mix(src.rgb, outc, clamp(uFade, 0.0, 1.0)), src.a); }