How to add this caustic shader effect on a Glb model loaded in aframe

Guys this is a caustic shader, i’m trying to add the output of this shader on a material of glb files, how can i do that , im using Aframe and 8thwall.
<///script>>

/* global AFRAME, THREE */

// shader-grid-glitch.js

AFRAME.registerShader(“grid-glitch”, {
schema: {
color: { type: “color”, is: “uniform” },
timeMsec: { type: “time”, is: “uniform” },
opacity: {type:‘number’, is:‘uniform’, default:1.0}
},

vertexShader: `
varying vec2 vUv;

void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
, fragmentShader:
varying vec2 vUv;
#define MAX_ITER 10

uniform float timeMsec; // A-Frame time in milliseconds.
uniform float opacity;
void main() {
float time = timeMsec/1000.0;
vec2 sp = vUv;//vec2(.4, .7);
vec2 p = sp * 15.0 - vec2(20.0);
vec2 i = p;
// float c = 0.0; // brightness; larger -> darker
float c = 0.1; // brightness; larger -> darker
float inten = 0.05; // brightness; larger -> brighter
float speed = 1.5; // larger -> slower
float speed2 = 3.0; // larger -> slower
float freq = 0.8; // ripples
float xflow = 1.5; // flow speed in x direction
float yflow = 0.0; // flow speed in y direction

for (int n = 0; n < MAX_ITER; n++) {
    float t = time * (1.0 - (3.0 / (float(n) + speed)));
    i = p + vec2(cos(t - i.x * freq) + sin(t + i.y * freq) + (time * xflow), sin(t - i.y * freq) + cos(t + i.x * freq) + (time * yflow));
    c += 1.0 / length(vec2(p.x / (sin(i.x + t * speed2) / inten), p.y / (cos(i.y + t * speed2) / inten)));
}

c /= float(MAX_ITER);
c = 1.5 - sqrt(c);
gl_FragColor = vec4(vec3(c * c * c * c), opacity);

}
`
});