Edge-detected neon outline glow.
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 px = 1.0/uResolution; float l = dot(texture2D(uTex, vUv).rgb, vec3(0.299,0.587,0.114)); float lx = dot(texture2D(uTex, vUv+vec2(px.x,0.0)).rgb, vec3(0.299,0.587,0.114)); float ly = dot(texture2D(uTex, vUv+vec2(0.0,px.y)).rgb, vec3(0.299,0.587,0.114)); float edge = abs(l-lx) + abs(l-ly); edge = smoothstep(0.02, 0.3, edge*8.0); vec3 neon = hsv2rgb(vec3(uHue + edge*0.2, 1.0, 1.0)); vec4 c = texture2D(uTex, vUv); gl_FragColor = vec4(mix(c.rgb, c.rgb + neon*edge*2.0, uAmount), c.a); }