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.
Drag Velocity
Easing
Motion Fields
Pointer Field
A realtime field system that responds to pointer position, click pressure, drag velocity, and smoothed motion input.
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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.
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Plasma Drag Vortex
A glowing vortex pulled by cursor motion, click state, and drag velocity.
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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.
