i · how it works
Operators and wires. As in TouchDesigner, from whose vocabulary the names are borrowed, a patch is a network of operators. Image operators (TOPs, in Derivative’s words) make or change a picture: noise, shapes, text, the camera, blur, feedback, a kaleidoscope. Wire one’s output, on its right, into another’s input, on its left; the last goes into Out, which the large viewer shows. Channel operators (CHOPs) are numbers that move: a slow wave, a tempo, the mouse, the loudness of the room, a MIDI knob, the pinch of your fingers.
Formulas instead of wires. Channels are not wired to images: any number of any operator can become a formula with ƒ, such as 0.2 + audio1.low * 0.3 or sin(time) * 0.5, and the editor draws a dashed line from the channel to what it moves. Or drag a channel operator’s green dot onto another operator and choose the parameter. TouchDesigner uses Python for this; here the formulas are parsed by a small grammar, never evaluated as code, so a shared network cannot run anything on your computer.
On the graphics card. Every image operator is a WGSL shader, the language of WebGPU, run once a frame into its own half-float texture, so light above white survives for glow and feedback. A Feedback operator outputs the last frame of a later operator: the loop behind tunnels, trails and smoke. Particles are moved by a compute shader, half a million at once, along curl noise, a field without sources or sinks, so they swirl rather than bunch (Bridson, Hourihan and Nordenstam, 2007). Reaction–diffusion is Gray and Scott’s pair of chemicals, which John Pearson showed in 1993 could grow spots, stripes and mazes from almost nothing; it runs a dozen steps a frame. Noise is Ken Perlin’s gradient noise; Cells is Steven Worley’s.
No limits but the card’s. Resolution goes from 640 × 360 to 4K and beyond, in any shape; the output records straight to a video file, plays full screen, and a whole network fits in a link.