Oh, sorry you can’t read everything…that’s the (understandable) compression used on the site.
The exact Nodes are not too important, but the distortion is using a Mix Color to mix the original Texture Coordinates with a Noise Texture (in my case, a Musgrave) and if you Multiply the result of the Color Ramp with a black and white mask (here I used a Math Node, set to Less Than), then the black parts become black and the White parts stay the original result of the Colo Ramp…