Vertical sync lost — the frame rolls continuously off the top.
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(){ vec2 uv = vUv; float roll = fract(uTime * uSpeed * 0.5); uv.y = fract(uv.y + roll); float bandDist = min(uv.y, 1.0 - uv.y); float band = smoothstep(0.08, 0.0, bandDist); float j = (noise(vec2(uv.y * 40.0, uTime * 6.0)) - 0.5) * uAmount * 0.15 * band; uv.x = fract(uv.x + j); gl_FragColor = texture2D(uTex, uv); }