Thanks Nils.
Strata are now separated in two masked 'kinds', each with its own warping. Vortex shader also gives interesting results, but only usable locally.
I have a little problem with the dark/light distinction in this version. It transverses the otherwise warped and slanting strata. Turns out it's the fuzzy zone for a surface shader that takes care of 'bulging' the (warped SSS) rock above a certain final altitude. Apparently the colors are not exactly calculated with the fuzzy zone I used (height 10m, fuzzy zone 50). So a fuzzy zone that high even makes a hard line, which makes me wonder what the fuzzy zone/height variable consists of; is it a beveled edge or a smooth stepped edge, or .....? I raised it to 150 now, and it's getting way less, but it's not gone!
Any other way of setting a soft height restriction after just a compute normal? I was thinking of a distance shader and camera, so I have to check that. But I remember that's also not a very soft transition....
Anyway, more work to do.
EDIT: fuzzy zone of 150, and more lateral displacement. Helps a bit.