constructor( dt_size = 64 ) {

		super();

		/**
		 * The pass uniforms.
		 *
		 * @type {Object}
		 */
		this.uniforms = UniformsUtils.clone( DigitalGlitch.uniforms );

		/**
		 * The pass material.
		 *
		 * @type {ShaderMaterial}
		 */
		this.material = new ShaderMaterial( {
			uniforms: this.uniforms,
			vertexShader: DigitalGlitch.vertexShader,
			fragmentShader: DigitalGlitch.fragmentShader
		} );

		/**
		 * Whether to noticeably increase the effect intensity or not.
		 *
		 * @type {boolean}
		 * @default false
		 */
		this.goWild = false;

		// internals

		this._heightMap = this._generateHeightmap( dt_size );
		this.uniforms[ 'tDisp' ].value = this.heightMap;

		this._fsQuad = new FullScreenQuad( this.material );

		this._curF = 0;
		this._randX = 0;

		this._generateTrigger();

	}
Constructs a new glitch pass.

@param {number} [dt_size=64] - The size of the displacement texture
for digital glitch squares.