Recursive Visual Systems With Memory
Feedback Experiments explores GLSL shaders that read from previous frames, creating trails, smears, echoes, glow persistence, and evolving temporal motion.
Feedback Nebula Smear
This experiment uses recursive frame memory to create glowing nebula trails, audio-reactive spiral persistence, and pointer-driven temporal smearing.
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Motion That Carries Forward
Unlike ordinary shaders that redraw from scratch each frame, feedback shaders preserve visual information over time. This allows motion to accumulate, dissolve, rotate, smear, and evolve.
Feedback Smear
A minimal feedback test showing pointer trails and persistent glow accumulation using the previous frame texture.
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Audio Nebula Drive
Audio-driven procedural motion without feedback, included as a comparison point for how temporal memory changes the feel of a shader.
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The Previous Frame Becomes an Input
BLOKS feedback shaders use ping-pong buffers. One texture stores the previous frame while another receives the current frame. Each frame, the buffers swap roles.
uniform sampler2D uFeedback;
vec2 uv = fragCoord.xy / iResolution.xy;
vec3 previous = texture2D(uFeedback, uv).rgb;
This allows shaders to build visual memory: trails, echoes, recursive glow, accumulated color, and motion that carries forward instead of disappearing immediately.
