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.
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.
It also remembers its own failures. Engage the fifth
vernacular — READBACK STALL — and every compute-pass dropout
is counted. Each stall is a frame the cathedral could not advance,
a moment the GPU pipe held the last presented texture instead of
moving on. A single visit might contribute a few hundred. The number
accumulates across sessions, in localStorage, under the
key glitch.readback.stalls.v1. The catalog overlay
shows the running total: how many times this cathedral has stalled
in front of you, across how many visits where you bothered to look.
Stalls the system forgets are frame skips. Stalls it remembers are
history. The artifact is not the dropout — it is the ledger.