Target a specific hue (a jacket, a shirt) and glitch only that colour.
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); vec3 hsv = rgb2hsv(base.rgb); // Hue distance, wrapped around the 0-1 colour wheel float dist = abs(hsv.x - uTargetHue); dist = min(dist, 1.0 - dist); float mask = 1.0 - smoothstep(uTolerance - 0.05, uTolerance, dist); // Greys and near-blacks have no real hue, so leave them alone. mask *= smoothstep(0.1, 0.2, hsv.y) * smoothstep(0.1, 0.2, hsv.z); float n = noise(vUv * 50.0 + uTime); vec2 shift = vec2(n - 0.5, 0.0) * uAmount * 0.2 * mask; vec3 moshed = texture2D(uTex, fract(vUv + shift)).rgb; vec3 moshedHsv = rgb2hsv(moshed); moshedHsv.x = fract(moshedHsv.x + uTime * 0.5); moshed = hsv2rgb(moshedHsv); gl_FragColor = vec4(mix(base.rgb, moshed, mask * clamp(uAmount * 1.5, 0.0, 1.0)), base.a); }