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Feedback Loops

A Feedback Loop track is a special track type where the previous frame’s output is mixed back into the current frame. This creates persistent visual memory - trails, smear, echo, and accumulation effects.

Each frame is processed in this order:

1. Input (from pre-feedback effects or blank)
2. Pre-feedback effects
3. Feedback blend ←── previous frame's output (attenuated)
4. Main effects (post-blend, pre-store)
5. Store ───────────► stored as "previous frame" for next tick
6. Post-feedback effects
7. Output

The Feedback parameter (on the track) controls how much of the previous frame is mixed in. At 0% there is no memory. At 100% nothing decays — the image accumulates forever.

Use shaders with a red badge (Feedback Effect kind) inside feedback loop tracks. These shaders are designed to operate on the accumulation buffer - they often include:

  • Decay - gradually fade the accumulated image to black
  • Zoom / Drift - slowly scale or translate the buffer each frame, creating motion blur
  • Color shift - tint or hue-rotate the accumulated image

A typical setup:

SlotContent
Pre-feedbackA Layer shader to inject fresh content each frame
Feedback~70–90%
Main effectsTransformations applied each frame (color, distortion, etc.)
Post-feedbackA Decay feedback effect + optional color/blur

Experiment with low Feedback values and fast decay for subtle trails, or high values with slow decay for dense accumulation.

  • Feedback + displacement is a powerful combination — displacement shaders in a 3D track can also read the feedback buffer as an input texture
  • Reduce the Feedback amount to 0% to “flush” the buffer and start fresh
  • Map Feedback to an LFO for rhythmic smearing