text: (function(root, factory) {
      if (typeof define === 'function' && define.amd) {
          define('three.GlitchPass', ['three'], factory);
      }
      else if ('undefined' !== typeof exports && 'undefined' !== typeof module) {
          module.exports = factory(require('three'));
      }
      else {
          factory(root.THREE);
      }
  }(this, function(THREE) {
  
  /**
   * @author alteredq / http://alteredqualia.com/
   */
  
  THREE.GlitchPass = function ( dt_size ) {
  
  	THREE.Pass.call( this );
  
  	if ( THREE.DigitalGlitch === undefined ) console.error( "THREE.GlitchPass relies on THREE.DigitalGlitch" );
  
  	var shader = THREE.DigitalGlitch;
  	this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
  
  	if ( dt_size == undefined ) dt_size = 64;
  
  
  	this.uniforms[ "tDisp" ].value = this.generateHeightmap( dt_size );
  
  
  	this.material = new THREE.ShaderMaterial( {
  		uniforms: this.uniforms,
  		vertexShader: shader.vertexShader,
  		fragmentShader: shader.fragmentShader
  	} );
  
  	this.camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
  	this.scene  = new THREE.Scene();
  
  	this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
  	this.quad.frustumCulled = false; // Avoid getting clipped
  	this.scene.add( this.quad );
  
  	this.goWild = false;
  	this.curF = 0;
  	this.generateTrigger();
  
  };
  
  THREE.GlitchPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
  
  	constructor: THREE.GlitchPass,
  
  	render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
  
  		this.uniforms[ "tDiffuse" ].value = readBuffer.texture;
  		this.uniforms[ 'seed' ].value = Math.random();//default seeding
  		this.uniforms[ 'byp' ].value = 0;
  
  		if ( this.curF % this.randX == 0 || this.goWild == true ) {
  
  			this.uniforms[ 'amount' ].value = Math.random() / 30;
  			this.uniforms[ 'angle' ].value = THREE.Math.randFloat( - Math.PI, Math.PI );
  			this.uniforms[ 'seed_x' ].value = THREE.Math.randFloat( - 1, 1 );
  			this.uniforms[ 'seed_y' ].value = THREE.Math.randFloat( - 1, 1 );
  			this.uniforms[ 'distortion_x' ].value = THREE.Math.randFloat( 0, 1 );
  			this.uniforms[ 'distortion_y' ].value = THREE.Math.randFloat( 0, 1 );
  			this.curF = 0;
  			this.generateTrigger();
  
  		} else if ( this.curF % this.randX < this.randX / 5 ) {
  
  			this.uniforms[ 'amount' ].value = Math.random() / 90;
  			this.uniforms[ 'angle' ].value = THREE.Math.randFloat( - Math.PI, Math.PI );
  			this.uniforms[ 'distortion_x' ].value = THREE.Math.randFloat( 0, 1 );
  			this.uniforms[ 'distortion_y' ].value = THREE.Math.randFloat( 0, 1 );
  			this.uniforms[ 'seed_x' ].value = THREE.Math.randFloat( - 0.3, 0.3 );
  			this.uniforms[ 'seed_y' ].value = THREE.Math.randFloat( - 0.3, 0.3 );
  
  		} else if ( this.goWild == false ) {
  
  			this.uniforms[ 'byp' ].value = 1;
  
  		}
  
  		this.curF ++;
  		this.quad.material = this.material;
  
  		if ( this.renderToScreen ) {
  
  			renderer.render( this.scene, this.camera );
  
  		} else {
  
  			renderer.render( this.scene, this.camera, writeBuffer, this.clear );
  
  		}
  
  	},
  
  	generateTrigger: function() {
  
  		this.randX = THREE.Math.randInt( 120, 240 );
  
  	},
  
  	generateHeightmap: function( dt_size ) {
  
  		var data_arr = new Float32Array( dt_size * dt_size * 3 );
  		var length = dt_size * dt_size;
  
  		for ( var i = 0; i < length; i ++ ) {
  
  			var val = THREE.Math.randFloat( 0, 1 );
  			data_arr[ i * 3 + 0 ] = val;
  			data_arr[ i * 3 + 1 ] = val;
  			data_arr[ i * 3 + 2 ] = val;
  
  		}
  
  		var texture = new THREE.DataTexture( data_arr, dt_size, dt_size, THREE.RGBFormat, THREE.FloatType );
  		texture.needsUpdate = true;
  		return texture;
  
  	}
  
  } );
  }));