A hard scale-in that snaps back on every beat.
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 uv = vUv - 0.5; float punch = pow(clamp(uPulse, 0.0, 1.0), uSharpness) * uAmount; uv *= 1.0 - punch * 0.4; uv += 0.5; gl_FragColor = texture2D(uTex, clamp(uv, 0.0, 1.0)); }