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per-frame (still deterministic).\n- Renders three layers (R/G/B) and uses SVG filters: `feColorMatrix` to isolate channels, `feOffset` for separation, optional `feGaussianBlur` for softness.\n- Composites layers with `mixBlendMode: 'screen'`.\n- Outside bursts, renders children directly (no filters applied).\n\nImplementation: `lib/DigitalGlitchRGB.tsx`.\n\n## Props\n\n- `splitAmount` (number, default 4) RGB offset in pixels\n- `blurAmount` (number, default 0.8) Blur radius\n- `jitterAmount` (number, default 1.5) Global shake in pixels\n- `burstSpacing` (number, default 25) Avg frames between bursts\n- `burstDuration` ([number, number], default [2, 5]) Min/max burst length\n- `seed` (number, default 42) Deterministic randomization seed\n\nFull docs and examples: https://github.com/storybynumbers/remotion-glitch-effect#readme\n","readmeFilename":"README.npm.md"}