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.
How it works
Section titled “How it works”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. OutputThe 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.
Feedback Effect shaders
Section titled “Feedback Effect shaders”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
Building a feedback patch
Section titled “Building a feedback patch”A typical setup:
| Slot | Content |
|---|---|
| Pre-feedback | A Layer shader to inject fresh content each frame |
| Feedback | ~70–90% |
| Main effects | Transformations applied each frame (color, distortion, etc.) |
| Post-feedback | A 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