Number of bytes corrupted across the scan data. More iterations =
more, smaller tears spread through the image. (Default: 24)
JPEG encode quality (0–1). Lower values bake in more blockiness
before any corruption is applied. (Default: 0.4)
Randomly render half the glitches upside-down. Tears propagate
downward (top stays cleaner), so rotating the source 180° before
corrupting — then rotating the output back — flips the bias upward
and balances the glitch over both directions. false disables it so
tears always trail downward. (Default: true)
Fraction of the element resolution to process at (0–1). 1 is full
resolution; 0.5 reads back / encodes / decodes at half size (much
cheaper, chunkier blocks) and the result is scaled back up to fit.
0 clamps to a single pixel. (Default: 1)
Random seed for the corruption pattern. Drives both the byte values
written into the scan stream and where they land. The same seed (with
the same other params) always produces the same glitch, so a static
frame is reproducible. (Default: 0.25)
Re-glitches per second. 0 glitches once and holds a stable frame
(re-runs when params change); > 0 keeps re-corrupting for a live,
moving glitch. (Default: 0)
Rotate the image a quarter turn (-90°) before corrupting, then rotate
the decoded output back. Tears run top-to-bottom, so this turns them
sideways. Composes with randomFlip. (Default: false)
Disable the effect: pass the source straight through at its original
resolution with no encode/decode round trip. Toggling this is the cheap
way to switch the glitch on and off — the instance stays attached, so it
keeps its buffers and pays no re-init cost. (Default:
false)