The most common failure mode in reactive visuals is not bad math. It is using unstable input directly.
The short version
- Smooth inputs before you threshold them.
- Ease outputs when you want style, not when you need stability.
- Keep one source of truth per signal so you do not smooth the same thing twice.
float expGlide(float current, float target, float k) {
return mix(current, target, 1.0 - exp(-k));
}