Whether this effect renders. (Default: true)
Set to false to skip this effect's render(): the chain passes
its input straight through to the next stage (or to the canvas if
it is the last stage), with no draw. Re-checked every frame, so it
is a cheap runtime toggle — the effect stays attached and keeps its
buffers, paying no re-init cost.
init and update still run while disabled, so stateful effects
stay warm and re-enable seamlessly. Omitting the field (or
undefined) means enabled.
Count of decoded glitch results produced so far.
Render phase. Omit to make this effect transparent in the chain.
State-update phase. ctx.src / ctx.target may point to stale /
previous-frame handles here, so ctx.draw() MUST NOT be called.
If called, the orchestrator silently ignores it.
Real (codec-level) JPEG glitch. Reads the element back to the CPU,
re-encodes it as a JPEG with the browser's native encoder, corrupts
random bytes in the compressed scan stream, and draws the browser's
decode of the broken file — so the artifacts are produced by an actual
JPEG decoder rather than approximated in a shader.
Mutate
paramsdirectly or viasetParams. Withspeed: 0the effectsettles on a single stable glitched frame and only re-glitches when
params change; with
speed > 0it keeps re-corrupting for a live,animated glitch.
Note: the encode/decode round trip is asynchronous and runs off the
render loop. The source passes through until the first result lands.