difference layer blending and channel manipulation will be key here.
for the ‘dragged blur’ thing, there needs to be some kind of multi-level blurring of a small percentage of suitably-distanced pixels with each level being dragged in a certain direction by a magnitude which is proportional to the blurring magnitude. this would require a maximum number of levels of some sort.
the snow effect is easy given that i’ve done it before. again, extreme normalisation in and contrast in selected strips is key to this.
for the overlaid rectangular patterns, a large, set number of difference-blended rectangles of selected ranges of hues, saturations, luminosities and alphas (possibly with an option to toggle gradients) can be used, with the final layer being intensity-warped. the process can be repeated for a fully-glitched effect.
as for the smeared lines, that’s just a matter of having 1-pixel thick lines of a desired density which extend to one of the edges, either horizontally or vertically. there can be several layer blending modes for this process to make the effect very configurable.
interlacing, shifted/swapped portions and smearing across fully-transparent regions also needs to be considered.