Light shafts cast outward from the brightest points, with dust hanging in them.
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(){ // Radial occlusion march from the frame centre. Each step samples further // out and keeps only what is bright, so light appears to travel through the // volume rather than being painted on it. vec4 baseTex = texture2D(uTex, vUv); vec3 base = baseTex.rgb; vec2 dir = (vUv - 0.5) * (0.024 + uReach * 0.055); vec3 acc = vec3(0.0); float w = 1.0; for (int i = 1; i <= 10; i++) { vec2 uv = clamp(vUv - dir * float(i), 0.0, 1.0); vec3 s = texture2D(uTex, uv).rgb; float bright = max(0.0, dot(s, vec3(0.299, 0.587, 0.114)) - 0.58); acc += s * bright * w; w *= 0.86; } acc /= 6.0; vec3 tint = mix(vec3(1.0), vec3(1.25, 1.02, 0.72), uWarmth); gl_FragColor = vec4(base + acc * tint * uAmount * (1.2 + uPulse * 0.8), baseTex.a); }