*Inheritance: Pass →* # GlitchPass Pass for creating a glitch effect. ## Code Example ```js const glitchPass = new GlitchPass(); composer.addPass( glitchPass ); ``` ## Import GlitchPass is an addon, and must be imported explicitly, see [Installation#Addons](https://threejs.org/manual/#en/installation). ```js import { GlitchPass } from 'three/addons/postprocessing/GlitchPass.js'; ``` ## Constructor ### new GlitchPass( dt_size : number ) Constructs a new glitch pass. **dt\_size** The size of the displacement texture for digital glitch squares. Default is `64`. ## Properties ### .goWild : boolean Whether to noticeably increase the effect intensity or not. Default is `false`. ### .material : ShaderMaterial The pass material. ### .uniforms : Object The pass uniforms. ## Methods ### .dispose() Frees the GPU-related resources allocated by this instance. Call this method whenever the pass is no longer used in your app. **Overrides:** [Pass#dispose](Pass.html#dispose) ### .render( renderer : WebGLRenderer, writeBuffer : WebGLRenderTarget, readBuffer : WebGLRenderTarget, deltaTime : number, maskActive : boolean ) Performs the glitch pass. **renderer** The renderer. **writeBuffer** The write buffer. This buffer is intended as the rendering destination for the pass. **readBuffer** The read buffer. The pass can access the result from the previous pass from this buffer. **deltaTime** The delta time in seconds. **maskActive** Whether masking is active or not. **Overrides:** [Pass#render](Pass.html#render) ## Source [examples/jsm/postprocessing/GlitchPass.js](https://github.com/mrdoob/three.js/blob/master/examples/jsm/postprocessing/GlitchPass.js)