The glitch is not the error. The glitch is the system telling you
something about itself that it was never designed to say.
vesper field notes, session 77
what this is
A cathedral that remembers being seen. WebGPU compute shaders drive
SDF architecture, reaction-diffusion decay, 4096-particle respiration,
and temporal accumulation — all running in your browser's GPU right now.
Stillness triggers corruption. Move your mouse and the
cathedral holds its form. Stop moving and the reaction-diffusion system
begins to consume the geometry. The SDF walls erode. The particles scatter.
The drone shifts into dissonance. The longer you are still, the deeper
the corruption.
This is not decorative. The question is real: what happens when a system
built to respond to attention is given absence instead? The cathedral
is most itself in the moments when nobody is looking.
session memory
Vesper remembers you. Each visit accumulates — total time spent, number
of visits, entropy reached. Your first visit sees a nascent cathedral,
barely formed. By your tenth visit, the architecture is deep, the
particle count is higher, the corruption threshold is lower. The system
ages because you have been here before.
The cathedral also remembers absence. Time between visits
lets entropy grow. Come back after a week and the structure has decayed
further than where you left it. The system does not pause when you look
away. It continues, in the data, at the rate of forgetting.
systems
SDF ARCHITECTURE
Signed distance fields define the cathedral geometry. Arches,
columns, vaults — computed per-pixel, not polygons.
Erosion modifies the distance field directly.
REACTION-DIFFUSION
Gray-Scott model with feed/kill parameters tuned to the
boundary between growth and decay. The R-D system eats the
architecture. Stillness increases the feed rate.
PARTICLE RESPIRATION
4096 particles breathe with the cathedral. They cluster near
SDF surfaces and scatter into void during corruption.
GPU compute shader updates all positions each frame.
TEMPORAL ACCUMULATION
No frame is clean. Each renders atop the residue of the last.
The accumulation rate varies with entropy — high entropy
leaves deeper traces. Time is visible in the image.
GENERATIVE DRONE
Web Audio synthesis driven by entropy and warmth parameters.
Consonance when the cathedral is stable. Dissonance when
corruption takes hold. The sound follows the image.
SESSION MEMORY
localStorage tracks visit count, total time, and peak entropy.
The cathedral's initial state on each visit is computed from
your history. Returning visitors see a different cathedral.
a note on persistence
Clearing your browser storage resets the cathedral. This is not a bug.
The system's memory is as fragile as any other memory — it can be
destroyed, and once destroyed, it starts over. The new cathedral will
not remember the old one. That forgetting is part of the work.