The image breaks into shards and every shard is showing a different moment. Your head arrives before your shoulders.
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 p = vUv * max(2.0, uCells); // Skew before flooring: square cells read as a grid, skewed cells read as // broken glass. p += vec2(p.y * 0.58, p.x * 0.26); vec2 cell = floor(p); float h = rand(cell); float h2 = rand(cell + 31.7); // Each shard gets its own age, so the frame is showing several different // moments at once rather than one uniformly delayed one. float age = h * uSpread; // A small positional slip per shard so the plate looks displaced as well // as desynchronised. vec2 slip = (vec2(h, h2) - 0.5) * uSlip * 0.05; // The history ring (timeAt) only carries color, not alpha, so a // transparent source's silhouette follows this shard's own slipped // position in the *current* frame rather than its historical shape — // close enough for anything that isn't itself changing shape frame to // frame, and still moves with the shard's own displacement. gl_FragColor = vec4(timeAt(vUv + slip, age), texture2D(uTex, vUv + slip).a); }