Gooey Chips
filter chips that merge into the tray they are dropped in. pick one and it flies out of the row, grows a neck and fuses into the slab, or carry one there by hand and hold it in the neck.
key insight: the goo is a function of the gap and not of the clock. it reads the distance between the flying chip and the tray on every frame: zero far apart, widest about to touch, and zero again once they overlap, because two shapes that have merged have no neck left. one press and six at once behave the same, and the tear falls out for free.
sRGB on the filter is load-bearing, since the default linearRGB lands the same alpha crush somewhere else and the neck comes out thin and grey. the blur has to be back at its floor before the filter comes off, or its removal is a frame of animation nobody wrote.