ERRORHEAD // engine

Frame Pipeline

Frames pass through stateless glitch ops, optional temporal mosh, and WebGL shader passes.

Determinism is opt‑in; turn it on when you need reproducible artifacts.

Key Parameters

amount/quality/iterations
Primary corruption intensity & repeat passes.
rgb/red/green/blue shift
Chromatic offsets for analog separation.
pixelation/noise/scanlines
Texture grit & CRT flavor.
melt/shred/scatter
Block drift, slice tear, stochastic spread.
brightness
Push exposure to stress compression.

Effects Catalog (Current)

These are the effects currently implemented in the engine. All are available in the UI unless noted.

Core / Compression

Destruction

Color & RGB

Display / Texture

Analog Sync Distortion

Additional Analog Layers

Professional Glitch

Temporal

2D Datamosh (Canvas)

WebGL Mosh (Shader)

Audio Reactive

Strict Effects Layer (Optional)

Temporal Mosh