Luminance contour bands rendered as animated rainbow elevation lines — like a live topo map.
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 c = texture2D(uTex, vUv); float lum = dot(c.rgb, vec3(0.299, 0.587, 0.114)); float t = lum * uBands + uTime * uSpeed * 0.3; float band = fract(t); float line = 1.0 - smoothstep(0.0, 0.06, min(band, 1.0 - band)); float hue = floor(t) / uBands + uTime * uSpeed * 0.04; vec3 fillCol = hsv2rgb(vec3(fract(hue), 0.85, 0.9)); vec3 lineCol = hsv2rgb(vec3(fract(hue + 0.5), 1.0, 1.0)); vec3 topo = mix(fillCol, lineCol, line); gl_FragColor = vec4(mix(c.rgb, topo, uAmount), c.a); }