I actually wouldn't use pixel processor for this. I'm not sure how your plank outlines were created, but if it uses a tile generator of some sort, I'd use that with random luminance values to feed a distortion node, or nodes, one for each channel, if needed (again, depends how your graph is set up) and then use switches to control whether you use the new distorted output, or the regular output.
The trick here would be to have the switches (Blend node, switch mode) be controlled by a custom function, and use an if with your plank variable as the condition, returning 1 if true and 0 if false. Then when the planks are turned on, each channel will get parts moved appropriately when the switches read the plank bool.
That wood texture looks really good, by the way.