the checkerboard is simply the default jit.gl.texture image. if you are seeing the checkerboard when you go fullscreen, it's because the entire render context is being rebuilt, and possibly texture images have not been uploaded by the time they are rendered, hence the checkerboard is drawn. if you want to avoid this, then i would not toggle fullscreen while rendering, or wait a few frames before enabling your feedback effects. you can also change the default image using the jit.gl.texture @defaultimage attribute (or if using jit.gl.slab, "sendoutput defaultimage black").
Robin Price, the problem with your patch is that the vert-displace shader needs the displacement texture as a non-rectangular texture (it's defined as "uniform sampler2D dm" rather than "sampler2DRect" in the shader file). therefore @rectangle 0 is required on the displacement texture in order for it to function. however since you are capturing with to_texture, rather than jit.gl.node, your capture dimensions are coupled to the render context window.
you have a couple options: either send the capture texture to a secondary texture (jit.gl.texture @filter nearest @type float32 @rectangle 0 @adapt 0 @dim 100 100) before sending to the gl.mesh, and set @rectangle 1 on the capture texture. this will capture the scene using the native context dimensions, in rectangular mode, and then copy to a non-rectangular texture for use with the vertex-shader.
second option is to capture using "jit.gl.node @capture 1 @adapt 0 @dim 100 100" (or whatever dim you want). this will decouple the capturing size from the render window size, and allow you to specify square dimensions and eliminate the dreaded checkerboard. you will also have to force the gl.node output to non-rectangular with "sendoutput rectangle 0".