This is a real two-pass feedback pipeline — genuinely different mechanism from most of your other pieces, which evaluate fresh every frame. This one actually remembers the previous frame via ping-ponging render targets (rtA/rtB swap each frame), so whatever happened last frame gets dragged, decayed, and blended into this frame. That's what gives you true accumulating ghosting and motion-trail effects instead of faked per-frame noise.Pass 1 — the Engine: Slit-scan time ribbons — a real photographic technique (classic slit-scan cameras only expose a thin vertical/horizontal slit at a time while film or subject moves, creating warped time-smeared images). Here it's simulated by only displacing pixels along thin horizontal bands Datamosh flow field — an FBM-based vector field continuously drags pixels in a drifting direction before the feedback texture even gets sampled, so motion compounds frame over frame A genuinely unusual fractal — not a standard Julia set. It squares z once, then squares that result again before adding c, which acts like a quartic-ish iteration rather than the standard z²+c. This is why the bulb shapes read a bit different from your other fractal pieces Caustic network trap — a second orbit trap specifically hunting where z.x + z.y approaches zero, tracing thin hot-pink line networks that look like light-caustic patterns on a pool bottom Structural color (same thin-film iridescence cosine-palette trick as several of your other pieces) coloring the main fractal body "Early internet UI shards" — genuinely charming detail: box-shaped SDF chunks arranged radially like broken window/dialog fragments, each stamped with fake asemic "text lines" (sine-product patterns mimicking illegible UI text) — a deliberate old-web-interface-debris aesthetic layered into the fractal Feedback decay pulled toward saturated magenta (specifically to prevent the accumulating trail from ever fading to black) plus a rhythmic "overload bloom" — a pulsing threshold flash of cyan-green noise timed to a sine beat Pass 2 — Post-processing: VHS tracking wobble + tape dropout scratches Two separate misregistration systems stacked: smooth radial chromatic aberration (dist-based RGB offset) plus fixed Risograph-style plate misregistration offsets — Riso printing is a real process where each ink color gets its own screen/plate, and slight physical misalignment between plates is a signature look. Stacking both together gives you smooth CA blur and a separate hard color-shift on top Three-angle halftone screen — genuinely accurate to real print production: professional CMYK halftone printing rotates each ink's dot-screen to a different angle (commonly 15°/45°/75°/90°) specifically to prevent the screens from colliding into ugly moiré. This shader replicates that exact convention Cross-processing S-curve for heavy contrast, the classic "developed in the wrong chemical bath" film look HSV-space "color law enforcer" — converts to HSV specifically to floor the saturation and clamp luminance range, guaranteeing no black/white/gray ever survives, done in a genuinely different (and more precise) way than the RGB-clamp method in your other pieces Custom color grade: deep violet shadows, hot pink midtones, acid yellow blown-out highlights Colored VHS snow (magenta-tinted, not white static) and cyan-tinted dropout streaks So: a self-feeding fractal-caustic reactor decorated with broken old-internet UI debris, its accumulated ghost-trail dragged through a real print-accurate three-angle halftone screen, stacked chromatic aberration and Riso misregistration, and graded into violet/magenta/acid-yellow with zero tolerance for black, white, or gray.
A fractal reactor feeds on its own reflection — every frame remembers the last one, dragging ghost trails through a datamosh flow field. Broken fragments of old internet UI orbit the core, stamped with illegible fake text. The whole accumulated mess gets pushed through a print-accurate three-angle halftone screen, stacked chromatic aberration, and a color law that forbids black, white, or gray from ever existing. Violet shadows, hot pink midtones, acid yellow blowouts — nothing here is allowed to rest.