Delayed poses and luminous motion trails around the subject, while the background stays live. Auto detects people or source transparency; motion selection works with other imagery.
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 base=texture2D(uTex,vUv); vec4 trail=texture2D(uDelayTex,vUv); // premultiplied, with each pose's own silhouette float m=clamp(uAmount,0.0,1.0); if(m<=0.0||trail.a<=0.0){gl_FragColor=base;return;} trail*=m; float alpha=trail.a+base.a*(1.0-trail.a); vec3 rgb=(trail.rgb+base.rgb*base.a*(1.0-trail.a))/max(alpha,.00001); gl_FragColor=vec4(rgb,alpha); }