BLOKS Labs / Interaction Systems

Realtime Visuals That Respond to Motion

Interaction Systems explores shader experiments driven by pointer position, click state, drag velocity, easing, fullscreen canvas input, and physical-feeling visual response.

Pointer Input
Drag Velocity
Easing
Motion Fields

Featured Interaction Demo

Pointer Field

A realtime field system that responds to pointer position, click pressure, drag velocity, and smoothed motion input.

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This realtime shader may be too intensive for your current device or browser.

Motion Field Experiments

Drag, Pull, Ripple, and Distort

These shaders test how motion can become part of the image: dragging bends fields, velocity pulls plasma, clicks create bursts, and easing gives the interaction weight.

Liquid Signal Field

A fluid-style field that bends, ripples, and distorts in response to pointer movement.

Shader Preview Unavailable

This realtime shader may be too intensive for your current device or browser.

Plasma Drag Vortex

A glowing vortex pulled by cursor motion, click state, and drag velocity.

Shader Preview Unavailable

This realtime shader may be too intensive for your current device or browser.

Available Interaction Uniforms

Pointer Motion as Shader Input

BLOKS exposes smoothed pointer position, drag velocity, click state, and Shadertoy-style mouse compatibility uniforms to GLSL shaders.

uniform vec2 uPointer;
uniform vec2 uPointerDelta;
uniform float uPointerDown;
uniform vec4 iMouse;

These values allow shaders to feel less like passive animations and more like responsive realtime systems.

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