//============================================================================= // FilterController.js // ---------------------------------------------------------------------------- // Copyright (c) 2018 Tsukimi // ---------------------------------------------------------------------------- // Version // 2.0.9 2019/04/15 add filter enable/disable // 2.0.8 2018/02/26 add Displacement Filter // 2.0.7 2018/02/10 fix character id wrong bug again, add two new filters // 2.0.6 2018/02/02 fix character wrong bug, make special condition(filterArea) for bulge pinch // 2.0.5 2018/01/30 ※add new target Object(target->specified char/pic only) // ※add six new filter Controller // ※fix godray-filter iOS bug(temporarily. wait for pixi official update) // ->see here: https://github.com/pixijs/pixi-filters/pull/140 // 2.0.1 2018/01/23 fix metaArray bug // 2.0.0 2018/01/23 refactor code. change version because no comatibility with v1.x // ***** // 1.0.4 2018/01/08 効果ターゲット追加、Godrayにパラメータ追加 // 1.0.0 2018/01/03 リリース //============================================================================= /*: * @plugindesc FilterController * @author Tsukimi * * * @param Use Decimal in Variables * @desc allow decimal when using game variables or not. * precision to 3 decimal digits.(0.001) value: true/false * @default true * * @param displacementImage * @text Displacement Map image * @desc name of displacement map image. * put under img/pictures/ folder * @default DisplacementMap * * @param enabledAll-Settings * @text FilterEffectsEnabled(All) ON/OFF Settings * * @param enabledAll-ShowInOptionMenu * @text Show in Option Menu * @parent enabledAll-Settings * @desc Show FilterEffectsEnabled(All) in Option Menu * @type boolean * @default true * * @param enabledAll-Text * @text Option Menu Text * @parent enabledAll-Settings * @desc text of FilterEnabled(All) option in option menu * @default Filter Effects * * @param enabledAll-DefaultValue * @text default ON/OFF state * @parent enabledAll-Settings * @desc default value of FilterEnabled(All), false -> don't apply any filter effects * @type boolean * @default true * * @help * *** pixi-filter Controller * Author: Tsukimi * This plugin is a controller, to control pixi-filters, * making fancy effects. * * *** Notice !!! *** * this is an webGL depending effect. * If your RMMV version is below 1.5.0 and your game * will be on website/smartphone, this effect may not work. * (OK for desktop application, even with version below 1.5.0) * * * You can create filters by three method: * 1. Plugin Command * 2. Map Tags(->map dependent filter) * 3. Event Tags(->event dependent filter) * * * *** Filter Parameter List: * --------------------------- * https://github.com/cji3bp62000/hello-world/blob/master/RMMVplugins/FIlterController/filter-list.jpg * please download the above image * to check name and parameters of each filter. * * * *** Plugin Command: * --------------------------- * *  createFilter () *   create filter. * *   id: id of this controller. choose a name you like! *   filtertype: please look at the list of filter-type. *   filter-target: what will be included in the effect. *    0: screen(map+pictures) *    1: whole-screen(including message window) * 2: map(tiles+characters), 21(← +parallax) * 3: tiles, 31(tiles+parallax), 32(only parallax) * 4: all characers * 4000+id: character#id (id-> -1:game Player, * 0:this event, 1~: event#id) * 5: all pictures * 5000+id: picture#id (id-> picture#id) * * character: optional parameter. Make filter Location * depend on character, and will erase itself * when leaving current map. * ~-1: game Player (inBattle: enemy id) * 0: this event (inBattle: current actor) * 1~: event ID (inBattle: party member id) * screen: screen.(mostly used for restricting to current map) * *   example: *    createFilter tw#1 twist 0 *    createFilter GLOW godray 2 screen *    createFilter tw2 twist 3999 (effect only apply to game Player) *    createFilter tw2 twist 5001 (effect only apply to pic#1) * * *  eraseFilter *   erase the filter of controller name . * * * setFilter * set the filter to the . * please take a look at filter parameter list. * * Take twist as example. * assume I created a twist filter named tw#1. * twist has 4 parameters: x,y,radius,angle; * so write: *    setFilter tw#1 0 0 96 4 * *   Besides numbers, you can also set: *   x: Don't change from current parameter value *   v: value of Game Variable *   r<#1>~<#2>: Random value between #1 and #2. *    #1 and #2 can also be variables. *   example: *    setFilter tw#1 v1 v2 r50~v3 x * * * enableFilter *   enable or disable the filter. *   could be use as pausing filter effect. *   example: *    setFilter tw#1 v1 v2 r50~v3 x * * * moveFilter * move filter to within * *   example: *    moveFilter tw#1 0 0 96 4 60 * * * moveFilterQ * push the movement to Queue. will execute next move * after the last move is end. * *   example: *    moveFilterQ tw#1 0 0 96 4 60 *    moveFilterQ tw#1 x x x x 120 *     (↑ no param changing -> wait 120f between move) * * * eraseFilterAfterMove * erase Filter itself after move and moveQueue are end. * * * setFilterSpeed * some filter has auto-animation(such as godray). * set the animation speed. *    default value: godray, shockwave : 0.01 *     oldfilm, noise : 1 *     crt : 0.25 *     reflection : 0.1 * * * * *** Map Tags/Event Tags: * --------------------------- * *   *   Basically same as createfilter. *   Creating filter when entering map. *    will be set to the eventID/screen. * *   example: *     * * *   *   Basically same as setfilter. *   Set the parameter created by . * *   example: *     *     * * *   *   Basically same as setfilterSpeed. *   Set the parameter created by . * *   example: *     *     * */ /*:ja * @plugindesc FilterController * @author Tsukimi * * @param 変数に小数点が使えるようにする * @desc trueにすると、変数に小数点が使えるようになる * 小数点四位以下四捨五入。 入力値:true/false * @default true * * @param displacementImage * @text Displacement画像名 * @desc Displacementの画像の名前。 * 画像を img/pictures/ に入れてください。 * @default DisplacementMap * * @param enabledAll-Settings * @text フィルター効果ON/OFF設定 * * @param enabledAll-ShowInOptionMenu * @text オプションメニューに表示する * @parent enabledAll-Settings * @desc 「フィルター効果」のON/OFFをゲーム内のオプションメニューから設定出来るようにする * @type boolean * @default true * * @param enabledAll-Text * @text オプションメニューでの文言 * @parent enabledAll-Settings * @desc ゲーム内オプションでのフィルター効果ON/OFFの文言 * @default フィルター効果 * * @param enabledAll-DefaultValue * @text フィルター効果ON/OFFの初期値 * @parent enabledAll-Settings * @desc フィルター効果ON/OFFの初期値;OFF→全フィルターを適用しない * @type boolean * @default true * * @help * * 画面エフェクトの詰め合わせ * 作者:ツキミ * * 説明: * pixiビルドインの filters をコントロールしやすくするための * プラグインです。 * * 詳しい説明は、 * https://forum.tkool.jp/index.php?threads/.603/ * を見てください。 * * *************************************************** * プラグインコマンド: * イベントコマンド「プラグインコマンド」から実行。 * (パラメータの間は半角スペースで区切る) * *  createFilter [id] [エフェクト名] [効果ターゲット] ([キャラID]) * 画面エフェクトを作る。 * - id: エフェクトに付ける識別名。 数字でなくてもいい。 * - エフェクト名: エフェクトの種類。 * - 効果ターゲット: 0: 画面 * 1: 全画面(メッセージウィンドウ含む) * 2: マップ(全キャラ+地形タイル)、21:(前記+parallax) * 3: 地形タイル、31: タイル+parallax、32: parallaxのみ * 4: 全キャラ * 4000+x: 特定キャラ(x-> -1: 自キャラ, * 0: このイベント, 1以上: 該当イベント) * 5: 全ピクチャ * 5000+x: 特定ピクチャ (x-> ピクチャ番号) * 、、 、 * * - (キャラID): 指定した場合はエフェクトを該当キャラに付けて、 * マップ/バトル から離れるとエフェクトは消える。 * マップ: -1: 自キャラ, 0: このイベント, 1以上: 該当イベント * バトル: -1以下: 敵キャラ, 0: このキャラ, 1以上: 見方キャラ * * ※エフェクトをマップ/バトル限定にしたい、でもどのキャラにも *  付けたくない場合は screen を入力。 * * 例: createFilter 1 twist 0 -1 *   createFilter 発光 godray 1 screen * * * eraseFilter [id] * 画面エフェクトを消す。 * * 例: eraseFilter 発光 * * * enableFilter [id] [true/false] * フィルタのアクティブ状態を切り替える。 *   フィルタ効果の一時中断にも使える。 * * 例: enableFilter 1 true * * * setFilter [id] [該当エフェクトのパラメータ ...] * 画面エフェクトのパラメータを設定する。 * - ※パラメータについては後ほど説明する。 * * 例: moveFilter 1 0 * * * moveFilter [id] [該当エフェクトのパラメータ ...] [時間] * 画面エフェクトのパラメータを移動、調整する。 * 時間の単位はフレーム。 * * 例: moveFilter 1 0 60 * * * moveFilterQ [id] [該当エフェクトのパラメータ ...] [時間] * 画面エフェクトのパラメータを移動、調整する。 * moveFilterとの違いは、moveFilterは前の移動を取り消して、 * 新しい移動ルートで移動する。 * こちらは連続して実行すると、移動ルートを一つずつ実行していく。 * (移動コマンドの列) * * 例: moveFilterQ 1 25 60 *   moveFilterQ 1 45 120 *   moveFilterQ 1 50 30 * * * eraseFilterAfterMove [id] * 画面エフェクトを現在指定している移動ルートを全部実行した後、 * 自動で消す。 * * 例: eraseFilterAfterMove 1 * * * setFilterSpeed [id] [変化スピード] * アニメのあるエフェクトの変化スピードを指定する。 * 主にgodray(陽射し), shockwave(波動), oldfilm(古い映像) * のことを指す。 * デフォルト: godray, shockwave : 0.01 *       oldfilm : 1 *       crt : 0.25 *       reflection : 0.1 * * 例: createFilter 陽射し godray 0 *   setFilterSpeed 陽射し 0.03 * * * *************************************************** * 各エフェクトのパラメータ: * https://github.com/cji3bp62000/hello-world/blob/master/RMMVplugins/FIlterController/filter-list(jp).jpg * * 例えば,setFilter でbulgePinch のパラメータを調整したい時は、 * createFilter 1 bulgePinch 0 * setFilter 1号 408 312 96 1 *  x->408, y->312, 半径->96, 強度->1 になるように設定する。 * * パラメータは数字以外、以下の文字も設定可能です。 *  x: 現在のパラメータ(パラメータを変えない) *  v<数字>: 変数番号<数字>の値を代入する *  r<#1>~<#2>: #1~#2の間の乱数生成。 *   #1と#2もv<数字>で指定可能。 *  例: *   setFilter 1号 v1 v2 r50~v3 x * * *************************************************** * * マップタグ、イベントタグ * マップ開始時に自動でエフェクトを作り出し、マップから離れると * エフェクトを消す。 * イベントのメモ欄に所定の書式で記入してください。 * * * - 基本的にcreateFilterと同じ。 * マップのメモ欄に記入すると画面依存に、 * イベントのメモ欄に記入するとイベント依存になる。 * * 例: * * * * - setFilterと同じ。 * 基本的に上ので作ったエフェクトを設定する時に * 使ってください。 * * 例: *   * * * * - setFilterSpeedと同じ。 * 基本的に上ので作ったエフェクトを設定する時に * 使ってください。 * * 例: *   * * */ //============================================================================= // Filter_Controller // // The Controller class for a filter. //============================================================================= function Filter_Controller() { this.initialize.apply(this, arguments); }; (function() { "use strict"; //============================================================================= // Plugin parameter // //============================================================================= var pluginName = 'FilterController'; var getParamString = function(paramNames) { if (!Array.isArray(paramNames)) paramNames = [paramNames]; for (var i = 0; i < paramNames.length; i++) { var name = PluginManager.parameters(pluginName)[paramNames[i]]; if (name) return name; } return null; }; var getParamBoolean = function(paramNames) { var value = getParamString(paramNames); return (value || '').toUpperCase() === 'TRUE'; }; if(getParamBoolean(['Use Decimal in Variables', '変数に小数点が使えるようにする'])) { var _Game_Variables_setValue = Game_Variables.prototype.setValue; Game_Variables.prototype.setValue = function(variableId, value) { if (variableId > 0 && variableId < $dataSystem.variables.length) { if (typeof value === 'number') { value = Math.round(value * 1000 + 0.0000001) / 1000; this._data[variableId] = value; this.onChange(); } else _Game_Variables_setValue.apply(this, arguments); } }; } var TKMDisplacementMap = getParamString('displacementImage') || ''; //============================================================================= // Game_Interpreter // プラグインコマンド[P_DRAG]などを追加定義します。 //============================================================================= var _Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand; Game_Interpreter.prototype.pluginCommand = function(command, args) { _Game_Interpreter_pluginCommand.apply(this, arguments); var id, dur; switch ((command || '').toUpperCase()) { case 'CREATEFILTER' : id = args[0]; var filterType = args[1]; var filterTarget = parseInt(args[2]) || 0; if(filterTarget === 4000) filterTarget += this._eventId; var char; if(args.length > 3) { if(args[3] === "screen") char = 0; else { char = Number(args[3]); if(char === 0) { // this event/battle unit if( !$gameParty.inBattle() ) char = this._eventId || 0; else { var sub = BattleManager._subject, index = 0; if(sub) { index = $gameTroop.members().indexOf(sub); if(index >= 0) { index = -(index+1); } else { index = $gameParty.members().indexOf(sub); if(index < 0) index = 0; else index++; } } char = index; } } } } $gameMap.createFilter(id,filterType,filterTarget,char); break; case 'SETFILTER' : id = args[0]; $gameMap.setFilter( id , ParamProcess(args.slice(1)) ); break; case 'ENABLEFILTER' : id = args[0]; $gameMap.enableFilter( id , getBoolean(args[1]) ); break; case 'MOVEFILTER' : id = args[0]; dur = Number(args[args.length-1]) || 1 ; $gameMap.moveFilter(id , ParamProcess(args.slice(1,-1)), dur); break; case 'MOVEFILTERQ' : id = args[0]; var dur = Number(args[args.length-1]) || 1 ; $gameMap.moveFilterQueue(id , ParamProcess(args.slice(1,-1)), dur); break; case 'ERASEFILTER' : id = args[0]; $gameMap.eraseFilter(id); break; case 'ERASEALLFILTER' : $gameMap.eraseAllFilter(); break; case 'ERASEFILTERAFTERMOVE' : id = args[0]; $gameMap.eraseFilterAfterMove(id); break; case 'SETFILTERSPEED' : id = args[0]; $gameMap.setFilterAddiTime(id, Number(args[1]) || 0); break; } }; // string -> number / undefined function getNumberOrX(string) { var num; if(string === '' || string === 'x') return undefined; var num = Number(string); if(typeof(num) === "number" && !isNaN(num)) return num; if(string[0] === 'v') { num = Number(string.slice(1)) || 0; return $gameVariables.value(num); } if(string[0] === 'r') { num = string.slice(1).split('~'); var num1 = getNumberOrX(num[0]) || 0, num2 = getNumberOrX(num[1]) || 0; if(num1>num2) {var t=num1; num1=num2; num2=t;} return ( Math.random()*(num2-num1) + num1 ); } return undefined; }; function getBoolean(string) { return (string || '').toUpperCase() === 'TRUE'; }; // resultArray:parameters // undefined parts are unused parts function ParamProcess(array) { var resultArray = []; for(var i = 0; i < array.length; i++) { resultArray.push( getNumberOrX(array[i]) ); } return resultArray; }; //============================================================================= // Filter_Controller // // The Controller class for a filter. //============================================================================= Filter_Controller.enabledAll = getParamBoolean("enabledAll-DefaultValue"); Filter_Controller.prototype.initialize = function(filterName, id, targetObj, char, mapId) { this.initBasic(id, targetObj, char, mapId); this.initFilterParam(filterName); this.initTarget(); }; Filter_Controller.prototype.initBasic = function(id, targetObj, char, mapId) { this._filterType = ""; this._erase = false; this._eraseAfterMove = false; this._moveQueue = []; this._time = 0; this._addiTime = 0; this._id = id; this._targetObj = targetObj; this._character = char; this._charMapId = mapId; this.currentParams = null; this.targetParams = null; this.enabled = true; }; Filter_Controller.prototype.initTarget = function() { this.targetParams = this.currentParams.slice(); // fast array copy this._duration = 0; }; //============================================================================= // Filter_Special_Initialization //============================================================================= var _FSInit = {}; _FSInit["oldfilm"] = function(filter) { filter.vignetting = 0; filter.vignettingAlpha = 0; filter.vignettingBlur = 0; filter.scratch = 0.7; }; _FSInit["godray-np"] = function(filter) { filter.parallel = false; }; _FSInit["crt"] = function(filter) { filter.vignetting = 0; filter.vignettingAlpha = 0; filter.vignettingBlur = 0; }; _FSInit["reflection-m"] = function(filter) { filter.mirror = true; }; _FSInit["reflection-w"] = function(filter) { filter.mirror = false; }; _FSInit["motionblur"] = function(filter) { filter.kernelSize = 9; }; Filter_Controller.filterSpecialInit = _FSInit; //============================================================================= // Filter_Special_Initialization_End //============================================================================= Filter_Controller.prototype.createFilter = function() { var filter; if(Filter_Controller.filterNameMap[this._filterType]) { if(Filter_Controller.filterNameMap[this._filterType] === PIXI.filters.DisplacementFilter) filter = this.createDisplacement(); else filter = new Filter_Controller.filterNameMap[this._filterType](); } // special settings for filter var spInit = Filter_Controller.filterSpecialInit[this._filterType]; if(!!spInit) { spInit.apply(this, [filter]); } return filter; }; Filter_Controller.prototype.createDisplacement = function() { var s = new Sprite(ImageManager.loadPicture(TKMDisplacementMap)); var f = new PIXI.filters.DisplacementFilter(s); SceneManager._scene.addChild(s); return f; }; var _defaultParam = {}; _defaultParam["bulgepinch"] = [0,0,0,1]; _defaultParam["radialblur"] = [0,0,0,0,9]; _defaultParam["godray"] = [30,0.5,2.5,1.0]; _defaultParam["ascii"] = [8]; _defaultParam["crosshatch"] = []; _defaultParam["dot"] = [5,1]; _defaultParam["emboss"] = [5]; _defaultParam["shockwave"] = [0,0,-1,30,160,1]; _defaultParam["twist"] = [0,0,0,4]; _defaultParam["zoomblur"] = [0,0,0,0.1]; _defaultParam["noise"] = [0.5]; _defaultParam["blur"] = [8]; _defaultParam["oldfilm"] = [0.5,0.15,0.3]; _defaultParam["rgbsplit"] = [0,0]; _defaultParam["bloom"] = [8,1,0.5,1]; _defaultParam["godray-np"] = [0,0,0.5,2.5,1.0]; _defaultParam["adjustment"] = [1,1,1,1,1,1,1,1]; _defaultParam["pixelate"] = [1,1]; _defaultParam["crt"] = [1,3,0.3,0.2,1]; _defaultParam["reflection-m"] = [0.5, 0,20, 30,100, 1,1]; _defaultParam["reflection-w"] = [0.5, 0,20, 30,100, 1,1]; _defaultParam["motionblur"] = [0,0]; _defaultParam["glow"] = [0,4,255,255,255]; _defaultParam["displacement"] = [1,1,20]; _defaultParam["bevel"] = [0,3,0.7,0.7]; _defaultParam["tiltshift"] = [0,312,816,312,30,450]; _defaultParam["glitch"] = [10,100,0,0,0]; Filter_Controller.defaultFilterParam = _defaultParam; Filter_Controller.prototype.initFilterParam = function(filterName) { this._filterType = filterName.toLowerCase(); var defaultParam = Filter_Controller.defaultFilterParam[this._filterType]; if( !defaultParam ) { this._filterType = ""; this._erase = true; this.currentParams = []; return; } this.currentParams = defaultParam.slice(); // fast array copy switch(this._filterType) { case "godray": case "godray-np": this._addiTime = 0.01; break; case "shockwave": this._addiTime = 0.01; break; case "oldfilm": this._addiTime = 1; break; case "noise": this._addiTime = 1; break; case "crt": this._addiTime = 0.25; break; case "reflection-m": case "reflection-w": this._addiTime = 0.1; break; } }; Filter_Controller.prototype.update = function() { this.updateMove(); this.checkErase(); }; Filter_Controller.prototype.updateMove = function() { if(this._duration <= 0) { if(this._moveQueue.length > 0) { var targetData = this._moveQueue.shift(); this.move(targetData[0], targetData[1]); } else if(this._eraseAfterMove) this.erase(); } if (this._duration > 0) { var d = this._duration, cp = this.currentParams, tp = this.targetParams; for(var i = 0; i < cp.length; i++) { cp[i] = (cp[i] * (d - 1) + tp[i]) / d; } this._duration--; } this._time += this._addiTime; }; Filter_Controller.prototype.checkErase = function() { if(typeof(this._character) === "number") { if( !!this._charMapId && !this.isOnCurrentMap() ) { this.erase(); } else if(!this._charMapId && !$gameParty.inBattle()) { this.erase(); } } }; //============================================================================= // updateFilter_Handler // function handler of updating actual filter object //============================================================================= var _updateFilterHandler = {}; var bp = function(filter, cp) { var loc = this.getCharLoc(); filter.center = [ (loc[0] + cp[0]) / Graphics.width , (loc[1] + cp[1]) / Graphics.height]; filter.radius = cp[2]; filter.strength = cp[3]; }; _updateFilterHandler["bulgepinch"] = bp; var rb = function(filter, cp) { var loc = this.getCharLoc(); filter.center = [ (loc[0] + cp[0]), (loc[1] + cp[1]) ]; filter.radius = cp[2]; filter.angle = cp[3]; filter.kernelSize = Math.round(cp[4]); }; _updateFilterHandler["radialblur"] = rb; var gr = function(filter, cp) { filter.angle = cp[0]; filter.gain = cp[1]; filter.lacunarity = cp[2]; filter.strength = cp[3]; filter.time = this._time; }; _updateFilterHandler["godray"] = gr; var as = function(filter, cp) { filter.size = cp[0]; }; _updateFilterHandler["ascii"] = as; var cs = function(filter, cp) { }; _updateFilterHandler["crosshatch"] = cs; var dot = function(filter, cp) { filter.angle = cp[0]; filter.scale = cp[1]; }; _updateFilterHandler["dot"] = dot; var em = function(filter, cp) { filter.strength = cp[0]; }; _updateFilterHandler["emboss"] = em; var sw = function(filter, cp) { var loc = this.getCharLoc(); filter.center = [ (loc[0] + cp[0]), (loc[1] + cp[1]) ]; filter.radius = cp[2]; filter.amplitude = cp[3]; filter.wavelength = cp[4]; filter.brightness = cp[5]; filter.time = this._time; if(this._time > 10) this.erase(); // 必要ある? }; _updateFilterHandler["shockwave"] = sw; var tw = function(filter, cp) { var loc = this.getCharLoc(); filter.offset = [ (loc[0] + cp[0]), (loc[1] + cp[1]) ]; filter.radius = cp[2]; filter.angle = cp[3]; }; _updateFilterHandler["twist"] = tw; var zb = function(filter, cp) { var loc = this.getCharLoc(); filter.center = [ (loc[0] + cp[0]), (loc[1] + cp[1]) ]; filter.innerRadius = cp[2]; filter.strength = cp[3]; }; _updateFilterHandler["zoomblur"] = zb; var no = function(filter, cp) { filter.noise = cp[0]; if(this._time > 1) { filter.seed = Math.random()*3; this._time = 0; } }; _updateFilterHandler["noise"] = no; var blr = function(filter, cp) { filter.blur = cp[0]; }; _updateFilterHandler["blur"] = blr; var of = function(filter, cp) { filter.sepia = cp[0]; filter.noise = cp[1]; filter.scratchDensity = cp[2]; if(this._time > 1) { filter.seed = Math.random(); this._time = 0; } }; _updateFilterHandler["oldfilm"] = of; var rgb = function(filter, cp) { var r = cp[0], sita = cp[1]; filter.red = [r*Math.sin(Math.PI/180*sita), r*Math.cos(Math.PI/180*sita)]; sita += 120; filter.green = [r*Math.sin(Math.PI/180*sita), r*Math.cos(Math.PI/180*sita)]; sita += 120; filter.blue = [r*Math.sin(Math.PI/180*sita), r*Math.cos(Math.PI/180*sita)]; }; _updateFilterHandler["rgbsplit"] = rgb; var blm = function(filter, cp) { filter.blur = cp[0] filter.bloomScale = cp[1]; filter.threshold = cp[2]; filter.brightness = cp[3]; }; _updateFilterHandler["bloom"] = blm; var godnp = function(filter, cp) { var loc = this.getCharLoc(); filter.center = [ (loc[0] + cp[0]), (loc[1] + cp[1]) ]; filter.gain = cp[2]; filter.lacunarity = cp[3]; filter.strength = cp[4]; filter.time = this._time; }; _updateFilterHandler["godray-np"] = godnp; var adj = function(filter, cp) { filter.gamma = cp[0]; filter.saturation = cp[1]; filter.contrast = cp[2]; filter.brightness = cp[3]; filter.red = cp[4]; filter.green = cp[5]; filter.blue = cp[6]; filter.alpha = cp[7]; }; _updateFilterHandler["adjustment"] = adj; var pixel = function(filter, cp) { filter.size = [cp[0], cp[1]]; }; _updateFilterHandler["pixelate"] = pixel; var crt = function(filter, cp) { filter.curvature = cp[0]; filter.lineWidth = cp[1]; filter.lineContrast = cp[2]; filter.noise = cp[3]; filter.noiseSize = cp[4]; filter.seed = Math.random()*3; filter.time = this._time; }; _updateFilterHandler["crt"] = crt; var ref = function(filter, cp) { var loc = this.getCharLoc(); filter.boundary = cp[0] + loc[1] / Graphics.height; filter.amplitude = [cp[1], cp[2]]; filter.waveLength = [cp[3], cp[4]]; filter.alpha = [cp[5], cp[6]]; filter.time = this._time; }; _updateFilterHandler["reflection-m"] = ref; _updateFilterHandler["reflection-w"] = ref; var mblr = function(filter, cp) { filter.velocity = [cp[0], cp[1]]; }; _updateFilterHandler["motionblur"] = mblr; var glow = function(filter, cp) { filter.innerStrength = cp[0]; filter.outerStrength = cp[1]; // r,g,b to number(0x); ~~ is faster than floor() filter.color = (~~cp[2])*65536 + (~~cp[3])*256 + (~~cp[4]); }; _updateFilterHandler["glow"] = glow; var disp = function(filter, cp) { filter.maskSprite.x += cp[0]; filter.maskSprite.y += cp[1]; filter.scale.x = filter.scale.y = cp[2]; filter.maskSprite.texture.baseTexture.wrapMode = PIXI.WRAP_MODES.REPEAT; }; _updateFilterHandler["displacement"] = disp; _updateFilterHandler["bevel"] = function(filter, cp) { filter.rotation = cp[0]; filter.thickness = cp[1]; filter.lightAlpha = cp[2]; filter.shadowAlpha = cp[3]; }; _updateFilterHandler["tiltshift"] = function(filter, cp) { filter.start = new Point(cp[0], cp[1]); filter.end = new Point(cp[2], cp[3]); filter.blur = cp[4]; filter.gradientBlur = cp[5]; }; _updateFilterHandler["glitch"] = function(filter, cp) { filter.slices = Math.round(cp[0]); filter.offset = cp[1]; filter.direction = cp[2]; let r = cp[3], sita = cp[4]; filter.red = [r*Math.sin(Math.PI/180*sita), r*Math.cos(Math.PI/180*sita)]; sita += 120; filter.green = [r*Math.sin(Math.PI/180*sita), r*Math.cos(Math.PI/180*sita)]; sita += 120; filter.blue = [r*Math.sin(Math.PI/180*sita), r*Math.cos(Math.PI/180*sita)]; }; Filter_Controller.updateFilterHandler = _updateFilterHandler; //============================================================================= // updateFilter_Handler // END!! //============================================================================= Filter_Controller.prototype.updateFilter = function(filter) { filter.enabled = Filter_Controller.enabledAll && this.enabled; var handler = Filter_Controller.updateFilterHandler[this._filterType]; if( !handler ) return; handler.apply(this, [filter, this.currentParams]); }; Filter_Controller.prototype.set = function(target) { this.clearMoveQueue(); var cp = this.currentParams; for(var i = 0; i < cp.length; i++) { cp[i] = typeof(target[i]) === "number" ? target[i]:cp[i]; } this.initTarget(); }; Filter_Controller.prototype.enable = function(enabled) { this.enabled = enabled; }; Filter_Controller.prototype.move = function(target, duration) { this.initTarget(); var tp = this.targetParams; for(var i = 0; i < tp.length; i++) { tp[i] = typeof(target[i]) === "number" ? target[i]:tp[i]; } this._duration = duration; }; Filter_Controller.prototype.moveQueue = function(target, duration) { this._moveQueue.push(arguments); }; Filter_Controller.prototype.clearMoveQueue = function() { this._moveQueue = []; }; Filter_Controller.prototype.erase = function() { this._erase = true; }; Filter_Controller.prototype.eraseAfterMove = function() { this._eraseAfterMove = true; }; Filter_Controller.prototype.isOnCurrentMap = function() { return this._charMapId === $gameMap.mapId(); }; Filter_Controller.prototype.isMapEventOnly = function() { return ( !!this._character && !!this._charMapId ); }; Filter_Controller.prototype.isBattleOnly = function() { return ( !!this._character && !this._charMapId ); }; Filter_Controller.prototype.setAddiTime = function(time) { this._addiTime = time || 0; }; Filter_Controller.prototype.getCharLoc = function() { if(!this._character) return [0,0]; // no specified character if(!!this._charMapId) { // search event screen Loc if(this._character < 0) return [$gamePlayer.screenX(), $gamePlayer.screenY()]; else { char = $gameMap.event(this._character); if(char) return [char.screenX(), char.screenY()]; } } else { // search Battler screen X if(!$gameParty.inBattle()) return [0,0]; var char; if(this._character < 0) char = BattleManager._spriteset._enemySprites[-this._character-1]; else char = BattleManager._spriteset._actorSprites[this._character-1]; if(char) return [char.x, char.y]; } return [0,0]; }; //============================================================================= // Game_Map // // The game object class for a map. It contains scrolling and passage // determination functions. //============================================================================= var _Game_Map_initialize = Game_Map.prototype.initialize; Game_Map.prototype.initialize = function() { _Game_Map_initialize.apply(this, arguments); this._filterConArr = new Map(); }; Game_Map.prototype.createFilter = function(id, filter, targetObj, char) { var lastFilter = this._filterConArr.get(id); if(lastFilter) { SceneManager._scene.removeFilterOf(lastFilter); } targetObj = targetObj || 0; var f = new Filter_Controller( filter, id, targetObj, char, (typeof(char) === "number" && !$gameParty.inBattle() ? this.mapId():undefined) ); this._filterConArr.set(id, f); }; Game_Map.prototype.updateFilterConArr = function() { this._filterConArr.forEach(function(FC, key, map) { if( FC.isMapEventOnly() && $gameParty.inBattle() ) return; FC.update(); }); }; Game_Map.prototype.getFilterController = function(id) { return this._filterConArr.get(id); }; Game_Map.prototype.setFilter = function(id, target) { var filterController = this._filterConArr.get(id); if(filterController) { filterController.set(target || []); return true; } return false; }; Game_Map.prototype.enableFilter = function(id, enabled) { var filterController = this._filterConArr.get(id); if(filterController) { filterController.enable(enabled); return true; } return false; }; Game_Map.prototype.moveFilter = function(id, target, d) { var filterController = this._filterConArr.get(id); if(filterController) { filterController.clearMoveQueue(); filterController.move(target || [], d || 1); return true; } return false; }; Game_Map.prototype.moveFilterQueue = function(id, target, d) { var filterController = this._filterConArr.get(id); if(filterController) { filterController.moveQueue(target || [], d || 1); return true; } return false; }; Game_Map.prototype.eraseFilter = function(id) { var filterController = this._filterConArr.get(id); if(filterController) { filterController.erase(); return true; } return false; }; Game_Map.prototype.eraseAllFilter = function() { this._filterConArr.forEach(fc => { fc.erase(); }); return true; }; Game_Map.prototype.eraseFilterAfterMove = function(id) { var filterController = this._filterConArr.get(id); if(filterController) { filterController.eraseAfterMove(); return true; } return false; }; Game_Map.prototype.setFilterAddiTime = function(id, time) { var filterController = this._filterConArr.get(id); if(filterController) { filterController.setAddiTime(time); return true; } return false; }; //============================================================================= // Game_Screen // // The game object class for screen effect data, such as changes in color tone // and flashes. //============================================================================= var _Game_Screen_update = Game_Screen.prototype.update; Game_Screen.prototype.update = function(sceneActive) { _Game_Screen_update.apply(this, arguments); $gameMap.updateFilterConArr(); }; //============================================================================= // Game_CharacterBase // 拡張するプロパティを定義します。 //============================================================================= var _DataManager_extractMetadata = DataManager.extractMetadata; DataManager.extractMetadata = function(data) { _DataManager_extractMetadata.apply(this, arguments); this.extractMetadataArray(data); }; DataManager.extractMetadataArray = function(data) { var re = /<([^<>:]+)(:?)([^>]*)>/g; data.metaArray = {}; var match = true; while (match) { match = re.exec(data.note); if (match) { var metaName = match[1]; data.metaArray[metaName] = data.metaArray[metaName] || []; data.metaArray[metaName].push(match[2] === ':' ? match[3] : true); } } }; //============================================================================= // Game_Map // 拡張するプロパティを定義します。 //============================================================================= var _Game_Map_setup = Game_Map.prototype.setup; Game_Map.prototype.setup = function(mapId) { _Game_Map_setup.apply(this, arguments); this.setupTKMFilters(); }; Game_Map.prototype.setupTKMFilters = function() { if ($dataMap.metaArray === undefined) return; var fArray = $dataMap.metaArray.Filter; if(!fArray) return; for(var i = 0; i < fArray.length; i++) { var f = fArray[i].split(','); var id = f[0]; var filterType = f[1]; var targetObj = parseInt(f[2]) || 0; var char = 0; this.createFilter(id, filterType, targetObj, char); } var fSetArray = $dataMap.metaArray.SetFilter; if(!fSetArray) return; for(var i = 0; i < fSetArray.length; i++) { var f = fSetArray[i].split(','); var id = f[0]; this.setFilter( id , ParamProcess(f.slice(1)) ); } fSetArray = $dataMap.metaArray.SetFilterSpeed; if(!fSetArray) return; for(var i = 0; i < fSetArray.length; i++) { var f = fSetArray[i].split(','); var id = f[0], speed = Number(f[1]) || 0.01; var fc = this.getFilterController(id); if(fc) { this.setFilterAddiTime( id , speed ); } } }; //============================================================================= // Game_Event // 拡張するプロパティを定義します。 //============================================================================= var _Game_Event_initialize = Game_Event.prototype.initialize; Game_Event.prototype.initialize = function(mapId, eventId) { _Game_Event_initialize.apply(this, arguments); this.setupTKMFilters(); }; Game_Event.prototype.setupTKMFilters = function() { if (this.event().metaArray === undefined) return; var fArray = this.event().metaArray.Filter; if(!fArray) return; for(var i = 0; i < fArray.length; i++) { var f = fArray[i].split(','); var id = f[0]; var filterType = f[1]; var targetObj = parseInt(f[2]) || 0; if(targetObj === 4000) targetObj += this._eventId; var char = this._eventId; $gameMap.createFilter(id, filterType, targetObj, char); } var fSetArray = this.event().metaArray.SetFilter; if(!fSetArray) return; for(var i = 0; i < fSetArray.length; i++) { var f = fSetArray[i].split(','); var id = f[0]; $gameMap.setFilter( id , ParamProcess(f.slice(1)) ); } fSetArray = this.event().metaArray.SetFilterSpeed; if(!fSetArray) return; for(var i = 0; i < fSetArray.length; i++) { var f = fSetArray[i].split(','); var id = f[0], speed = Number(f[1]) || 0.01; var fc = $gameMap.getFilterController(id); if(fc) { $gameMap.setFilterAddiTime( id , speed ); } } }; // セーブデータの生成 // 返り値がセーブされるのでデータをcontentsに追加して返す var _makeSaveContents = DataManager.makeSaveContents; DataManager.makeSaveContents = function() { var contents = _makeSaveContents.call(this); contents._map_filterConArray = strMapToArray($gameMap._filterConArr); return contents; }; // セーブデータの読み込み // 生成時と同じ形でデータがcontentsに入っているので、変数に格納する var extractSaveContents = DataManager.extractSaveContents; DataManager.extractSaveContents = function(contents) { extractSaveContents.call(this, contents); $gameMap._filterConArr = new Map(contents._map_filterConArray); }; function strMapToArray(strMap) { var arr = []; strMap.forEach(function(v, k, map) { // We don’t escape the key '__proto__' // which can cause problems on older engines arr.push([k,v]); }); return arr; }; //============================================================================= // Scene_****** // 拡張するプロパティを定義します。 filterConを観測してfilterを作ります。 //============================================================================= var _Scene_Base_initialize = Scene_Base.prototype.initialize; Scene_Base.prototype.initialize = function() { _Scene_Base_initialize.apply(this, arguments); this._TKMFilters = new Map(); }; Scene_Base.prototype.applyTKMFilter = function(filter, targetObj) { var arr, targets = this.getTKMFilterObj(targetObj); for(var i = 0; i < targets.length; i++) { var target = targets[i]; if(!target) continue; arr = target.filters || []; arr.push(filter); target.filters = arr; // tilemap use special rendering; needs manual area setting if( targetObj === 2 || targetObj === 3 || (filter instanceof PIXI.filters.BulgePinchFilter) || targetObj === 21 || targetObj === 31) { var margin = 0; var width = Graphics.width + margin * 2; var height = Graphics.height + margin * 2; target.filterArea = new Rectangle(-margin, -margin, width, height); } } }; Scene_Base.prototype.removeTKMFilter = function(filter, targetObj) { var arr, targets = this.getTKMFilterObj(targetObj); for(var i = 0; i < targets.length; i++) { var target = targets[i]; if(!target) continue; arr = target.filters || []; var index = arr.indexOf(filter); if(index >= 0) arr.splice(index, 1); target.filters = arr; } }; Scene_Base.prototype.getTKMFilterObj = function(targetObj) { var targets = []; if(targetObj >= 3990 && targetObj <= 4999) { if(!this._spriteset) return targets; if(!this._spriteset._characterSprites) return targets; var charSprites = this._spriteset._characterSprites; var index = targetObj-4000; if(index < 0) { if(charSprites[charSprites.length+index]) targets.push(charSprites[charSprites.length+index]); } else if(index > 0) { if(charSprites[index-1] && charSprites[index-1]._character && charSprites[index-1]._character._eventId === index) { targets.push(charSprites[index-1]); } else { charSprites.some(function(e, i, arr) { if(e._character && e._character._eventId === index) { targets.push(e); return true; } }, this); } } } else if(targetObj > 5000 && targetObj <= 5999) { if(!this._spriteset) return targets; if(!this._spriteset._pictureContainer) return targets; var picContainer = this._spriteset._pictureContainer.children; var picId = $gameScreen.realPictureId(targetObj-5000); if(picContainer[picId]) targets.push(picContainer[picId-1]); } else { switch(targetObj) { case 0: targets = [this._spriteset]; break; case 1: targets = [this]; break; case 2: if(!!this._spriteset) targets = [this._spriteset._tilemap]; break; case 21: if(!!this._spriteset) targets = [this._spriteset._baseSprite]; break; case 3: if(!!this._spriteset) { if(!!this._spriteset._tilemap) { targets = [this._spriteset._tilemap.lowerZLayer, this._spriteset._tilemap.upperZLayer]; } } break; case 31: if(!!this._spriteset) { if(!!this._spriteset._tilemap) { targets = [this._spriteset._tilemap.lowerZLayer, this._spriteset._tilemap.upperZLayer, this._spriteset._parallax]; } } break; case 32: if(!!this._spriteset) { if(!!this._spriteset._tilemap) { targets = [this._spriteset._parallax]; } } break; case 4: if(!!this._spriteset) { targets = this._spriteset._characterSprites; // special } break; case 5: if(!!this._spriteset) { targets = [this._spriteset._pictureContainer]; } break; } } return targets; }; Scene_Base.prototype.removeFilterOf = function(FC) { if(this._TKMFilters.has(FC._id)) { this.removeTKMFilter(this._TKMFilters.get(FC._id), FC._targetObj); this._TKMFilters.delete(FC._id); } }; var _Scene_Map_updateMain = Scene_Map.prototype.updateMain; Scene_Map.prototype.updateMain = function() { _Scene_Map_updateMain.apply(this, arguments); this.updateTKMfilters(); }; Scene_Map.prototype.updateTKMfilters = function() { $gameMap._filterConArr.forEach(function(FC, key, map) { var filter = this._TKMFilters.get(FC._id); if(FC._erase) { if(filter) { // remove Filter from target this.removeTKMFilter(filter, FC._targetObj); this._TKMFilters.delete(FC._id); } map.delete(key); return; } if(!filter) { filter = FC.createFilter(); this._TKMFilters.set(FC._id, filter); this.applyTKMFilter(filter, FC._targetObj); } FC.updateFilter(filter); }, this); }; var _Scene_Battle_update = Scene_Battle.prototype.update; Scene_Battle.prototype.update = function() { _Scene_Battle_update.apply(this, arguments); this.updateTKMfilters(); }; Scene_Battle.prototype.updateTKMfilters = function() { $gameMap._filterConArr.forEach(function(FC, key, map) { if(FC.isMapEventOnly()) return; var filter = this._TKMFilters.get(FC._id); if(FC._erase) { if(filter) { // remove Filter from target this.removeTKMFilter(filter, FC._targetObj); } map.delete(key); return; } if(!filter) { filter = FC.createFilter(); this._TKMFilters.set(FC._id, filter); this.applyTKMFilter(filter, FC._targetObj); } FC.updateFilter(filter); }, this); }; //============================================================================= // Window_Options // 拡張するプロパティを定義します。 //============================================================================= var _showInOptionMenu = getParamBoolean("enabledAll-ShowInOptionMenu"); var _optionMenuText = getParamString("enabledAll-Text"); if (_showInOptionMenu) { var _Window_Options_makeCommandList = Window_Options.prototype.makeCommandList; Window_Options.prototype.makeCommandList = function() { _Window_Options_makeCommandList.apply(this, arguments); this.addTKMFilterOptions(); }; Window_Options.prototype.addTKMFilterOptions = function() { this.addCommand(_optionMenuText, 'TKMFilterEnabledAll'); }; } Object.defineProperty(ConfigManager, 'TKMFilterEnabledAll', { get: function() { return !!Filter_Controller.enabledAll; }, set: function(value) { Filter_Controller.enabledAll = !!value; }, configurable: true }); var _ConfigManager_makeData = ConfigManager.makeData; ConfigManager.makeData = function() { var config = _ConfigManager_makeData.apply(this, arguments); config.TKMFilterEnabledAll = this.TKMFilterEnabledAll; return config; }; var _ConfigManager_applyData = ConfigManager.applyData; ConfigManager.applyData = function(config) { _ConfigManager_applyData.apply(this, arguments); if (config['TKMFilterEnabledAll'] === undefined) { // 初回読み込み? this.TKMFilterEnabledAll = Filter_Controller.enabledAll; } else this.TKMFilterEnabledAll = this.readFlag(config, 'TKMFilterEnabledAll'); }; })(); // pixi tiltshift filter RPG Maker fixing: // this.uniforms.texSize = new PIXI.Point(1024,1024); /*! * pixi-filters - v2.7.0 * Compiled Sun, 13 Jan 2019 22:51:52 UTC * * pixi-filters is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license */ var __filters=function(e,t){"use strict";var n="attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n vTextureCoord = aTextureCoord;\n}",r="varying vec2 vTextureCoord;\nuniform sampler2D uSampler;\n\nuniform float gamma;\nuniform float contrast;\nuniform float saturation;\nuniform float brightness;\nuniform float red;\nuniform float green;\nuniform float blue;\nuniform float alpha;\n\nvoid main(void)\n{\n vec4 c = texture2D(uSampler, vTextureCoord);\n\n if (c.a > 0.0) {\n c.rgb /= c.a;\n\n vec3 rgb = pow(c.rgb, vec3(1. / gamma));\n rgb = mix(vec3(.5), mix(vec3(dot(vec3(.2125, .7154, .0721), rgb)), rgb, saturation), contrast);\n rgb.r *= red;\n rgb.g *= green;\n rgb.b *= blue;\n c.rgb = rgb * brightness;\n\n c.rgb *= c.a;\n }\n\n gl_FragColor = c * alpha;\n}\n",o=function(e){function t(t){e.call(this,n,r),Object.assign(this,{gamma:1,saturation:1,contrast:1,brightness:1,red:1,green:1,blue:1,alpha:1},t)}return e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t,t.prototype.apply=function(e,t,n,r){this.uniforms.gamma=Math.max(this.gamma,1e-4),this.uniforms.saturation=this.saturation,this.uniforms.contrast=this.contrast,this.uniforms.brightness=this.brightness,this.uniforms.red=this.red,this.uniforms.green=this.green,this.uniforms.blue=this.blue,this.uniforms.alpha=this.alpha,e.applyFilter(this,t,n,r)},t}(t.Filter),i=n,l="\nvarying vec2 vTextureCoord;\nuniform sampler2D uSampler;\n\nuniform vec2 uOffset;\n\nvoid main(void)\n{\n vec4 color = vec4(0.0);\n\n // Sample top left pixel\n color += texture2D(uSampler, vec2(vTextureCoord.x - uOffset.x, vTextureCoord.y + uOffset.y));\n\n // Sample top right pixel\n color += texture2D(uSampler, vec2(vTextureCoord.x + uOffset.x, vTextureCoord.y + uOffset.y));\n\n // Sample bottom right pixel\n color += texture2D(uSampler, vec2(vTextureCoord.x + uOffset.x, vTextureCoord.y - uOffset.y));\n\n // Sample bottom left pixel\n color += texture2D(uSampler, vec2(vTextureCoord.x - uOffset.x, vTextureCoord.y - uOffset.y));\n\n // Average\n color *= 0.25;\n\n gl_FragColor = color;\n}",s="\nvarying vec2 vTextureCoord;\nuniform sampler2D uSampler;\n\nuniform vec2 uOffset;\nuniform vec4 filterClamp;\n\nvoid main(void)\n{\n vec4 color = vec4(0.0);\n\n // Sample top left pixel\n color += texture2D(uSampler, clamp(vec2(vTextureCoord.x - uOffset.x, vTextureCoord.y + uOffset.y), filterClamp.xy, filterClamp.zw));\n\n // Sample top right pixel\n color += texture2D(uSampler, clamp(vec2(vTextureCoord.x + uOffset.x, vTextureCoord.y + uOffset.y), filterClamp.xy, filterClamp.zw));\n\n // Sample bottom right pixel\n color += texture2D(uSampler, clamp(vec2(vTextureCoord.x + uOffset.x, vTextureCoord.y - uOffset.y), filterClamp.xy, filterClamp.zw));\n\n // Sample bottom left pixel\n color += texture2D(uSampler, clamp(vec2(vTextureCoord.x - uOffset.x, vTextureCoord.y - uOffset.y), filterClamp.xy, filterClamp.zw));\n\n // Average\n color *= 0.25;\n\n gl_FragColor = color;\n}\n",a=function(e){function n(n,r,o){void 0===n&&(n=4),void 0===r&&(r=3),void 0===o&&(o=!1),e.call(this,i,o?s:l),this.uniforms.uOffset=new Float32Array(2),this._pixelSize=new t.Point,this.pixelSize=1,this._clamp=o,this._kernels=null,Array.isArray(n)?this.kernels=n:(this._blur=n,this.quality=r)}e&&(n.__proto__=e),n.prototype=Object.create(e&&e.prototype),n.prototype.constructor=n;var r={kernels:{configurable:!0},clamp:{configurable:!0},pixelSize:{configurable:!0},quality:{configurable:!0},blur:{configurable:!0}};return n.prototype.apply=function(e,t,n,r){var o,i=this.pixelSize.x/t.size.width,l=this.pixelSize.y/t.size.height;if(1===this._quality||0===this._blur)o=this._kernels[0]+.5,this.uniforms.uOffset[0]=o*i,this.uniforms.uOffset[1]=o*l,e.applyFilter(this,t,n,r);else{for(var s,a=e.getRenderTarget(!0),u=t,c=a,f=this._quality-1,h=0;h0)for(var r=e,o=e/t,i=1;i0?(this._kernels=e,this._quality=e.length,this._blur=Math.max.apply(Math,e)):(this._kernels=[0],this._quality=1)},r.clamp.get=function(){return this._clamp},r.pixelSize.set=function(e){"number"==typeof e?(this._pixelSize.x=e,this._pixelSize.y=e):Array.isArray(e)?(this._pixelSize.x=e[0],this._pixelSize.y=e[1]):e instanceof t.Point?(this._pixelSize.x=e.x,this._pixelSize.y=e.y):(this._pixelSize.x=1,this._pixelSize.y=1)},r.pixelSize.get=function(){return this._pixelSize},r.quality.get=function(){return this._quality},r.quality.set=function(e){this._quality=Math.max(1,Math.round(e)),this._generateKernels()},r.blur.get=function(){return this._blur},r.blur.set=function(e){this._blur=e,this._generateKernels()},Object.defineProperties(n.prototype,r),n}(t.Filter),u=n,c="\nuniform sampler2D uSampler;\nvarying vec2 vTextureCoord;\n\nuniform float threshold;\n\nvoid main() {\n vec4 color = texture2D(uSampler, vTextureCoord);\n\n // A simple & fast algorithm for getting brightness.\n // It's inaccuracy , but good enought for this feature.\n float _max = max(max(color.r, color.g), color.b);\n float _min = min(min(color.r, color.g), color.b);\n float brightness = (_max + _min) * 0.5;\n\n if(brightness > threshold) {\n gl_FragColor = color;\n } else {\n gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);\n }\n}\n",f=function(e){function t(t){void 0===t&&(t=.5),e.call(this,u,c),this.threshold=t}e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t;var n={threshold:{configurable:!0}};return n.threshold.get=function(){return this.uniforms.threshold},n.threshold.set=function(e){this.uniforms.threshold=e},Object.defineProperties(t.prototype,n),t}(t.Filter),h="uniform sampler2D uSampler;\nvarying vec2 vTextureCoord;\n\nuniform sampler2D bloomTexture;\nuniform float bloomScale;\nuniform float brightness;\n\nvoid main() {\n vec4 color = texture2D(uSampler, vTextureCoord);\n color.rgb *= brightness;\n vec4 bloomColor = vec4(texture2D(bloomTexture, vTextureCoord).rgb, 0.0);\n bloomColor.rgb *= bloomScale;\n gl_FragColor = color + bloomColor;\n}\n",p=function(e){function n(n){e.call(this,u,h),"number"==typeof n&&(n={threshold:n}),n=Object.assign({threshold:.5,bloomScale:1,brightness:1,kernels:null,blur:8,quality:4,pixelSize:1,resolution:t.settings.RESOLUTION},n),this.bloomScale=n.bloomScale,this.brightness=n.brightness;var r=n.kernels,o=n.blur,i=n.quality,l=n.pixelSize,s=n.resolution;this._extractFilter=new f(n.threshold),this._extractFilter.resolution=s,this._blurFilter=r?new a(r):new a(o,i),this.pixelSize=l,this.resolution=s}e&&(n.__proto__=e),n.prototype=Object.create(e&&e.prototype),n.prototype.constructor=n;var r={resolution:{configurable:!0},threshold:{configurable:!0},kernels:{configurable:!0},blur:{configurable:!0},quality:{configurable:!0},pixelSize:{configurable:!0}};return n.prototype.apply=function(e,t,n,r,o){var i=e.getRenderTarget(!0);this._extractFilter.apply(e,t,i,!0,o);var l=e.getRenderTarget(!0);this._blurFilter.apply(e,i,l,!0,o),this.uniforms.bloomScale=this.bloomScale,this.uniforms.brightness=this.brightness,this.uniforms.bloomTexture=l,e.applyFilter(this,t,n,r),e.returnRenderTarget(l),e.returnRenderTarget(i)},r.resolution.get=function(){return this._resolution},r.resolution.set=function(e){this._resolution=e,this._extractFilter&&(this._extractFilter.resolution=e),this._blurFilter&&(this._blurFilter.resolution=e)},r.threshold.get=function(){return this._extractFilter.threshold},r.threshold.set=function(e){this._extractFilter.threshold=e},r.kernels.get=function(){return this._blurFilter.kernels},r.kernels.set=function(e){this._blurFilter.kernels=e},r.blur.get=function(){return this._blurFilter.blur},r.blur.set=function(e){this._blurFilter.blur=e},r.quality.get=function(){return this._blurFilter.quality},r.quality.set=function(e){this._blurFilter.quality=e},r.pixelSize.get=function(){return this._blurFilter.pixelSize},r.pixelSize.set=function(e){this._blurFilter.pixelSize=e},Object.defineProperties(n.prototype,r),n}(t.Filter),d=n,m="varying vec2 vTextureCoord;\n\nuniform vec4 filterArea;\nuniform float pixelSize;\nuniform sampler2D uSampler;\n\nvec2 mapCoord( vec2 coord )\n{\n coord *= filterArea.xy;\n coord += filterArea.zw;\n\n return coord;\n}\n\nvec2 unmapCoord( vec2 coord )\n{\n coord -= filterArea.zw;\n coord /= filterArea.xy;\n\n return coord;\n}\n\nvec2 pixelate(vec2 coord, vec2 size)\n{\n return floor( coord / size ) * size;\n}\n\nvec2 getMod(vec2 coord, vec2 size)\n{\n return mod( coord , size) / size;\n}\n\nfloat character(float n, vec2 p)\n{\n p = floor(p*vec2(4.0, -4.0) + 2.5);\n if (clamp(p.x, 0.0, 4.0) == p.x && clamp(p.y, 0.0, 4.0) == p.y)\n {\n if (int(mod(n/exp2(p.x + 5.0*p.y), 2.0)) == 1) return 1.0;\n }\n return 0.0;\n}\n\nvoid main()\n{\n vec2 coord = mapCoord(vTextureCoord);\n\n // get the rounded color..\n vec2 pixCoord = pixelate(coord, vec2(pixelSize));\n pixCoord = unmapCoord(pixCoord);\n\n vec4 color = texture2D(uSampler, pixCoord);\n\n // determine the character to use\n float gray = (color.r + color.g + color.b) / 3.0;\n\n float n = 65536.0; // .\n if (gray > 0.2) n = 65600.0; // :\n if (gray > 0.3) n = 332772.0; // *\n if (gray > 0.4) n = 15255086.0; // o\n if (gray > 0.5) n = 23385164.0; // &\n if (gray > 0.6) n = 15252014.0; // 8\n if (gray > 0.7) n = 13199452.0; // @\n if (gray > 0.8) n = 11512810.0; // #\n\n // get the mod..\n vec2 modd = getMod(coord, vec2(pixelSize));\n\n gl_FragColor = color * character( n, vec2(-1.0) + modd * 2.0);\n\n}",g=function(e){function t(t){void 0===t&&(t=8),e.call(this,d,m),this.size=t}e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t;var n={size:{configurable:!0}};return n.size.get=function(){return this.uniforms.pixelSize},n.size.set=function(e){this.uniforms.pixelSize=e},Object.defineProperties(t.prototype,n),t}(t.Filter),v=n,x="precision mediump float;\n\nvarying vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform vec4 filterArea;\n\nuniform float transformX;\nuniform float transformY;\nuniform vec3 lightColor;\nuniform float lightAlpha;\nuniform vec3 shadowColor;\nuniform float shadowAlpha;\n\nvoid main(void) {\n vec2 transform = vec2(1.0 / filterArea) * vec2(transformX, transformY);\n vec4 color = texture2D(uSampler, vTextureCoord);\n float light = texture2D(uSampler, vTextureCoord - transform).a;\n float shadow = texture2D(uSampler, vTextureCoord + transform).a;\n\n color.rgb = mix(color.rgb, lightColor, clamp((color.a - light) * lightAlpha, 0.0, 1.0));\n color.rgb = mix(color.rgb, shadowColor, clamp((color.a - shadow) * shadowAlpha, 0.0, 1.0));\n gl_FragColor = vec4(color.rgb * color.a, color.a);\n}\n",y=function(e){function n(t){void 0===t&&(t={}),e.call(this,v,x),this.uniforms.lightColor=new Float32Array(3),this.uniforms.shadowColor=new Float32Array(3),t=Object.assign({rotation:45,thickness:2,lightColor:16777215,lightAlpha:.7,shadowColor:0,shadowAlpha:.7},t),this.rotation=t.rotation,this.thickness=t.thickness,this.lightColor=t.lightColor,this.lightAlpha=t.lightAlpha,this.shadowColor=t.shadowColor,this.shadowAlpha=t.shadowAlpha}e&&(n.__proto__=e),n.prototype=Object.create(e&&e.prototype),n.prototype.constructor=n;var r={rotation:{configurable:!0},thickness:{configurable:!0},lightColor:{configurable:!0},lightAlpha:{configurable:!0},shadowColor:{configurable:!0},shadowAlpha:{configurable:!0}};return n.prototype._updateTransform=function(){this.uniforms.transformX=this._thickness*Math.cos(this._angle),this.uniforms.transformY=this._thickness*Math.sin(this._angle)},r.rotation.get=function(){return this._angle/t.DEG_TO_RAD},r.rotation.set=function(e){this._angle=e*t.DEG_TO_RAD,this._updateTransform()},r.thickness.get=function(){return this._thickness},r.thickness.set=function(e){this._thickness=e,this._updateTransform()},r.lightColor.get=function(){return t.utils.rgb2hex(this.uniforms.lightColor)},r.lightColor.set=function(e){t.utils.hex2rgb(e,this.uniforms.lightColor)},r.lightAlpha.get=function(){return this.uniforms.lightAlpha},r.lightAlpha.set=function(e){this.uniforms.lightAlpha=e},r.shadowColor.get=function(){return t.utils.rgb2hex(this.uniforms.shadowColor)},r.shadowColor.set=function(e){t.utils.hex2rgb(e,this.uniforms.shadowColor)},r.shadowAlpha.get=function(){return this.uniforms.shadowAlpha},r.shadowAlpha.set=function(e){this.uniforms.shadowAlpha=e},Object.defineProperties(n.prototype,r),n}(t.Filter),b=t.filters,_=b.BlurXFilter,C=b.BlurYFilter,S=b.AlphaFilter,F=function(e){function n(n,r,o,i){var l,s;void 0===n&&(n=2),void 0===r&&(r=4),void 0===o&&(o=t.settings.RESOLUTION),void 0===i&&(i=5),e.call(this),"number"==typeof n?(l=n,s=n):n instanceof t.Point?(l=n.x,s=n.y):Array.isArray(n)&&(l=n[0],s=n[1]),this.blurXFilter=new _(l,r,o,i),this.blurYFilter=new C(s,r,o,i),this.blurYFilter.blendMode=t.BLEND_MODES.SCREEN,this.defaultFilter=new S}e&&(n.__proto__=e),n.prototype=Object.create(e&&e.prototype),n.prototype.constructor=n;var r={blur:{configurable:!0},blurX:{configurable:!0},blurY:{configurable:!0}};return n.prototype.apply=function(e,t,n){var r=e.getRenderTarget(!0);this.defaultFilter.apply(e,t,n),this.blurXFilter.apply(e,t,r),this.blurYFilter.apply(e,r,n),e.returnRenderTarget(r)},r.blur.get=function(){return this.blurXFilter.blur},r.blur.set=function(e){this.blurXFilter.blur=this.blurYFilter.blur=e},r.blurX.get=function(){return this.blurXFilter.blur},r.blurX.set=function(e){this.blurXFilter.blur=e},r.blurY.get=function(){return this.blurYFilter.blur},r.blurY.set=function(e){this.blurYFilter.blur=e},Object.defineProperties(n.prototype,r),n}(t.Filter),z=n,A="uniform float radius;\nuniform float strength;\nuniform vec2 center;\nuniform sampler2D uSampler;\nvarying vec2 vTextureCoord;\n\nuniform vec4 filterArea;\nuniform vec4 filterClamp;\nuniform vec2 dimensions;\n\nvoid main()\n{\n vec2 coord = vTextureCoord * filterArea.xy;\n coord -= center * dimensions.xy;\n float distance = length(coord);\n if (distance < radius) {\n float percent = distance / radius;\n if (strength > 0.0) {\n coord *= mix(1.0, smoothstep(0.0, radius / distance, percent), strength * 0.75);\n } else {\n coord *= mix(1.0, pow(percent, 1.0 + strength * 0.75) * radius / distance, 1.0 - percent);\n }\n }\n coord += center * dimensions.xy;\n coord /= filterArea.xy;\n vec2 clampedCoord = clamp(coord, filterClamp.xy, filterClamp.zw);\n vec4 color = texture2D(uSampler, clampedCoord);\n if (coord != clampedCoord) {\n color *= max(0.0, 1.0 - length(coord - clampedCoord));\n }\n\n gl_FragColor = color;\n}\n",w=function(e){function t(t,n,r){e.call(this,z,A),this.uniforms.dimensions=new Float32Array(2),this.center=t||[.5,.5],this.radius="number"==typeof n?n:100,this.strength="number"==typeof r?r:1}e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t;var n={radius:{configurable:!0},strength:{configurable:!0},center:{configurable:!0}};return t.prototype.apply=function(e,t,n,r){this.uniforms.dimensions[0]=t.sourceFrame.width,this.uniforms.dimensions[1]=t.sourceFrame.height,e.applyFilter(this,t,n,r)},n.radius.get=function(){return this.uniforms.radius},n.radius.set=function(e){this.uniforms.radius=e},n.strength.get=function(){return this.uniforms.strength},n.strength.set=function(e){this.uniforms.strength=e},n.center.get=function(){return this.uniforms.center},n.center.set=function(e){this.uniforms.center=e},Object.defineProperties(t.prototype,n),t}(t.Filter),T=n,D="varying vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform sampler2D colorMap;\nuniform float _mix;\nuniform float _size;\nuniform float _sliceSize;\nuniform float _slicePixelSize;\nuniform float _sliceInnerSize;\nvoid main() {\n vec4 color = texture2D(uSampler, vTextureCoord.xy);\n\n vec4 adjusted;\n if (color.a > 0.0) {\n color.rgb /= color.a;\n float innerWidth = _size - 1.0;\n float zSlice0 = min(floor(color.b * innerWidth), innerWidth);\n float zSlice1 = min(zSlice0 + 1.0, innerWidth);\n float xOffset = _slicePixelSize * 0.5 + color.r * _sliceInnerSize;\n float s0 = xOffset + (zSlice0 * _sliceSize);\n float s1 = xOffset + (zSlice1 * _sliceSize);\n float yOffset = _sliceSize * 0.5 + color.g * (1.0 - _sliceSize);\n vec4 slice0Color = texture2D(colorMap, vec2(s0,yOffset));\n vec4 slice1Color = texture2D(colorMap, vec2(s1,yOffset));\n float zOffset = fract(color.b * innerWidth);\n adjusted = mix(slice0Color, slice1Color, zOffset);\n\n color.rgb *= color.a;\n }\n gl_FragColor = vec4(mix(color, adjusted, _mix).rgb, color.a);\n\n}",O=function(e){function n(t,n,r){void 0===n&&(n=!1),void 0===r&&(r=1),e.call(this,T,D),this._size=0,this._sliceSize=0,this._slicePixelSize=0,this._sliceInnerSize=0,this._scaleMode=null,this._nearest=!1,this.nearest=n,this.mix=r,this.colorMap=t}e&&(n.__proto__=e),n.prototype=Object.create(e&&e.prototype),n.prototype.constructor=n;var r={colorSize:{configurable:!0},colorMap:{configurable:!0},nearest:{configurable:!0}};return n.prototype.apply=function(e,t,n,r){this.uniforms._mix=this.mix,e.applyFilter(this,t,n,r)},r.colorSize.get=function(){return this._size},r.colorMap.get=function(){return this._colorMap},r.colorMap.set=function(e){e instanceof t.Texture||(e=t.Texture.from(e)),e&&e.baseTexture&&(e.baseTexture.scaleMode=this._scaleMode,e.baseTexture.mipmap=!1,this._size=e.height,this._sliceSize=1/this._size,this._slicePixelSize=this._sliceSize/this._size,this._sliceInnerSize=this._slicePixelSize*(this._size-1),this.uniforms._size=this._size,this.uniforms._sliceSize=this._sliceSize,this.uniforms._slicePixelSize=this._slicePixelSize,this.uniforms._sliceInnerSize=this._sliceInnerSize,this.uniforms.colorMap=e),this._colorMap=e},r.nearest.get=function(){return this._nearest},r.nearest.set=function(e){this._nearest=e,this._scaleMode=e?t.SCALE_MODES.NEAREST:t.SCALE_MODES.LINEAR;var n=this._colorMap;n&&n.baseTexture&&(n.baseTexture._glTextures={},n.baseTexture.scaleMode=this._scaleMode,n.baseTexture.mipmap=!1,n._updateID++,n.baseTexture.emit("update",n.baseTexture))},n.prototype.updateColorMap=function(){var e=this._colorMap;e&&e.baseTexture&&(e._updateID++,e.baseTexture.emit("update",e.baseTexture),this.colorMap=e)},n.prototype.destroy=function(t){this._colorMap&&this._colorMap.destroy(t),e.prototype.destroy.call(this)},Object.defineProperties(n.prototype,r),n}(t.Filter),P=n,M="varying vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform vec3 originalColor;\nuniform vec3 newColor;\nuniform float epsilon;\nvoid main(void) {\n vec4 currentColor = texture2D(uSampler, vTextureCoord);\n vec3 colorDiff = originalColor - (currentColor.rgb / max(currentColor.a, 0.0000000001));\n float colorDistance = length(colorDiff);\n float doReplace = step(colorDistance, epsilon);\n gl_FragColor = vec4(mix(currentColor.rgb, (newColor + colorDiff) * currentColor.a, doReplace), currentColor.a);\n}\n",R=function(e){function n(t,n,r){void 0===t&&(t=16711680),void 0===n&&(n=0),void 0===r&&(r=.4),e.call(this,P,M),this.uniforms.originalColor=new Float32Array(3),this.uniforms.newColor=new Float32Array(3),this.originalColor=t,this.newColor=n,this.epsilon=r}e&&(n.__proto__=e),n.prototype=Object.create(e&&e.prototype),n.prototype.constructor=n;var r={originalColor:{configurable:!0},newColor:{configurable:!0},epsilon:{configurable:!0}};return r.originalColor.set=function(e){var n=this.uniforms.originalColor;"number"==typeof e?(t.utils.hex2rgb(e,n),this._originalColor=e):(n[0]=e[0],n[1]=e[1],n[2]=e[2],this._originalColor=t.utils.rgb2hex(n))},r.originalColor.get=function(){return this._originalColor},r.newColor.set=function(e){var n=this.uniforms.newColor;"number"==typeof e?(t.utils.hex2rgb(e,n),this._newColor=e):(n[0]=e[0],n[1]=e[1],n[2]=e[2],this._newColor=t.utils.rgb2hex(n))},r.newColor.get=function(){return this._newColor},r.epsilon.set=function(e){this.uniforms.epsilon=e},r.epsilon.get=function(){return this.uniforms.epsilon},Object.defineProperties(n.prototype,r),n}(t.Filter),j=n,L="precision mediump float;\n\nvarying mediump vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform vec2 texelSize;\nuniform float matrix[9];\n\nvoid main(void)\n{\n vec4 c11 = texture2D(uSampler, vTextureCoord - texelSize); // top left\n vec4 c12 = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y - texelSize.y)); // top center\n vec4 c13 = texture2D(uSampler, vec2(vTextureCoord.x + texelSize.x, vTextureCoord.y - texelSize.y)); // top right\n\n vec4 c21 = texture2D(uSampler, vec2(vTextureCoord.x - texelSize.x, vTextureCoord.y)); // mid left\n vec4 c22 = texture2D(uSampler, vTextureCoord); // mid center\n vec4 c23 = texture2D(uSampler, vec2(vTextureCoord.x + texelSize.x, vTextureCoord.y)); // mid right\n\n vec4 c31 = texture2D(uSampler, vec2(vTextureCoord.x - texelSize.x, vTextureCoord.y + texelSize.y)); // bottom left\n vec4 c32 = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y + texelSize.y)); // bottom center\n vec4 c33 = texture2D(uSampler, vTextureCoord + texelSize); // bottom right\n\n gl_FragColor =\n c11 * matrix[0] + c12 * matrix[1] + c13 * matrix[2] +\n c21 * matrix[3] + c22 * matrix[4] + c23 * matrix[5] +\n c31 * matrix[6] + c32 * matrix[7] + c33 * matrix[8];\n\n gl_FragColor.a = c22.a;\n}\n",k=function(e){function t(t,n,r){void 0===n&&(n=200),void 0===r&&(r=200),e.call(this,j,L),this.uniforms.texelSize=new Float32Array(2),this.uniforms.matrix=new Float32Array(9),void 0!==t&&(this.matrix=t),this.width=n,this.height=r}e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t;var n={matrix:{configurable:!0},width:{configurable:!0},height:{configurable:!0}};return n.matrix.get=function(){return this.uniforms.matrix},n.matrix.set=function(e){var t=this;e.forEach(function(e,n){return t.uniforms.matrix[n]=e})},n.width.get=function(){return 1/this.uniforms.texelSize[0]},n.width.set=function(e){this.uniforms.texelSize[0]=1/e},n.height.get=function(){return 1/this.uniforms.texelSize[1]},n.height.set=function(e){this.uniforms.texelSize[1]=1/e},Object.defineProperties(t.prototype,n),t}(t.Filter),I=n,E="precision mediump float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\n\nvoid main(void)\n{\n float lum = length(texture2D(uSampler, vTextureCoord.xy).rgb);\n\n gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n\n if (lum < 1.00)\n {\n if (mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0)\n {\n gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\n }\n }\n\n if (lum < 0.75)\n {\n if (mod(gl_FragCoord.x - gl_FragCoord.y, 10.0) == 0.0)\n {\n gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\n }\n }\n\n if (lum < 0.50)\n {\n if (mod(gl_FragCoord.x + gl_FragCoord.y - 5.0, 10.0) == 0.0)\n {\n gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\n }\n }\n\n if (lum < 0.3)\n {\n if (mod(gl_FragCoord.x - gl_FragCoord.y - 5.0, 10.0) == 0.0)\n {\n gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\n }\n }\n}\n",B=function(e){function t(){e.call(this,I,E)}return e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t,t}(t.Filter),X=n,q="varying vec2 vTextureCoord;\nuniform sampler2D uSampler;\n\nuniform vec4 filterArea;\nuniform vec2 dimensions;\n\nconst float SQRT_2 = 1.414213;\n\nconst float light = 1.0;\n\nuniform float curvature;\nuniform float lineWidth;\nuniform float lineContrast;\nuniform bool verticalLine;\nuniform float noise;\nuniform float noiseSize;\n\nuniform float vignetting;\nuniform float vignettingAlpha;\nuniform float vignettingBlur;\n\nuniform float seed;\nuniform float time;\n\nfloat rand(vec2 co) {\n return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);\n}\n\nvoid main(void)\n{\n vec2 pixelCoord = vTextureCoord.xy * filterArea.xy;\n vec2 coord = pixelCoord / dimensions;\n\n vec2 dir = vec2(coord - vec2(0.5, 0.5));\n\n float _c = curvature > 0. ? curvature : 1.;\n float k = curvature > 0. ?(length(dir * dir) * 0.25 * _c * _c + 0.935 * _c) : 1.;\n vec2 uv = dir * k;\n\n gl_FragColor = texture2D(uSampler, vTextureCoord);\n vec3 rgb = gl_FragColor.rgb;\n\n\n if (noise > 0.0 && noiseSize > 0.0)\n {\n pixelCoord.x = floor(pixelCoord.x / noiseSize);\n pixelCoord.y = floor(pixelCoord.y / noiseSize);\n float _noise = rand(pixelCoord * noiseSize * seed) - 0.5;\n rgb += _noise * noise;\n }\n\n if (lineWidth > 0.0) {\n float v = (verticalLine ? uv.x * dimensions.x : uv.y * dimensions.y) * min(1.0, 2.0 / lineWidth ) / _c;\n float j = 1. + cos(v * 1.2 - time) * 0.5 * lineContrast;\n rgb *= j;\n float segment = verticalLine ? mod((dir.x + .5) * dimensions.x, 4.) : mod((dir.y + .5) * dimensions.y, 4.);\n rgb *= 0.99 + ceil(segment) * 0.015;\n }\n\n if (vignetting > 0.0)\n {\n float outter = SQRT_2 - vignetting * SQRT_2;\n float darker = clamp((outter - length(dir) * SQRT_2) / ( 0.00001 + vignettingBlur * SQRT_2), 0.0, 1.0);\n rgb *= darker + (1.0 - darker) * (1.0 - vignettingAlpha);\n }\n\n gl_FragColor.rgb = rgb;\n}\n",N=function(e){function t(t){e.call(this,X,q),this.uniforms.dimensions=new Float32Array(2),this.time=0,this.seed=0,Object.assign(this,{curvature:1,lineWidth:1,lineContrast:.25,verticalLine:!1,noise:0,noiseSize:1,seed:0,vignetting:.3,vignettingAlpha:1,vignettingBlur:.3,time:0},t)}e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t;var n={curvature:{configurable:!0},lineWidth:{configurable:!0},lineContrast:{configurable:!0},verticalLine:{configurable:!0},noise:{configurable:!0},noiseSize:{configurable:!0},vignetting:{configurable:!0},vignettingAlpha:{configurable:!0},vignettingBlur:{configurable:!0}};return t.prototype.apply=function(e,t,n,r){this.uniforms.dimensions[0]=t.sourceFrame.width,this.uniforms.dimensions[1]=t.sourceFrame.height,this.uniforms.seed=this.seed,this.uniforms.time=this.time,e.applyFilter(this,t,n,r)},n.curvature.set=function(e){this.uniforms.curvature=e},n.curvature.get=function(){return this.uniforms.curvature},n.lineWidth.set=function(e){this.uniforms.lineWidth=e},n.lineWidth.get=function(){return this.uniforms.lineWidth},n.lineContrast.set=function(e){this.uniforms.lineContrast=e},n.lineContrast.get=function(){return this.uniforms.lineContrast},n.verticalLine.set=function(e){this.uniforms.verticalLine=e},n.verticalLine.get=function(){return this.uniforms.verticalLine},n.noise.set=function(e){this.uniforms.noise=e},n.noise.get=function(){return this.uniforms.noise},n.noiseSize.set=function(e){this.uniforms.noiseSize=e},n.noiseSize.get=function(){return this.uniforms.noiseSize},n.vignetting.set=function(e){this.uniforms.vignetting=e},n.vignetting.get=function(){return this.uniforms.vignetting},n.vignettingAlpha.set=function(e){this.uniforms.vignettingAlpha=e},n.vignettingAlpha.get=function(){return this.uniforms.vignettingAlpha},n.vignettingBlur.set=function(e){this.uniforms.vignettingBlur=e},n.vignettingBlur.get=function(){return this.uniforms.vignettingBlur},Object.defineProperties(t.prototype,n),t}(t.Filter),W=n,G="precision mediump float;\n\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\n\nuniform vec4 filterArea;\nuniform sampler2D uSampler;\n\nuniform float angle;\nuniform float scale;\n\nfloat pattern()\n{\n float s = sin(angle), c = cos(angle);\n vec2 tex = vTextureCoord * filterArea.xy;\n vec2 point = vec2(\n c * tex.x - s * tex.y,\n s * tex.x + c * tex.y\n ) * scale;\n return (sin(point.x) * sin(point.y)) * 4.0;\n}\n\nvoid main()\n{\n vec4 color = texture2D(uSampler, vTextureCoord);\n float average = (color.r + color.g + color.b) / 3.0;\n gl_FragColor = vec4(vec3(average * 10.0 - 5.0 + pattern()), color.a);\n}\n",K=function(e){function t(t,n){void 0===t&&(t=1),void 0===n&&(n=5),e.call(this,W,G),this.scale=t,this.angle=n}e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t;var n={scale:{configurable:!0},angle:{configurable:!0}};return n.scale.get=function(){return this.uniforms.scale},n.scale.set=function(e){this.uniforms.scale=e},n.angle.get=function(){return this.uniforms.angle},n.angle.set=function(e){this.uniforms.angle=e},Object.defineProperties(t.prototype,n),t}(t.Filter),Y=n,Q="varying vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform float alpha;\nuniform vec3 color;\nvoid main(void){\n vec4 sample = texture2D(uSampler, vTextureCoord);\n\n // Un-premultiply alpha before applying the color\n if (sample.a > 0.0) {\n sample.rgb /= sample.a;\n }\n\n // Premultiply alpha again\n sample.rgb = color.rgb * sample.a;\n\n // alpha user alpha\n sample *= alpha;\n\n gl_FragColor = sample;\n}",U=function(e){function n(n){n&&n.constructor!==Object&&(console.warn("DropShadowFilter now uses options instead of (rotation, distance, blur, color, alpha)"),n={rotation:n},void 0!==arguments[1]&&(n.distance=arguments[1]),void 0!==arguments[2]&&(n.blur=arguments[2]),void 0!==arguments[3]&&(n.color=arguments[3]),void 0!==arguments[4]&&(n.alpha=arguments[4])),n=Object.assign({rotation:45,distance:5,color:0,alpha:.5,shadowOnly:!1,kernels:null,blur:2,quality:3,pixelSize:1,resolution:t.settings.RESOLUTION},n),e.call(this);var r=n.kernels,o=n.blur,i=n.quality,l=n.pixelSize,s=n.resolution;this._tintFilter=new t.Filter(Y,Q),this._tintFilter.uniforms.color=new Float32Array(4),this._tintFilter.resolution=s,this._blurFilter=r?new a(r):new a(o,i),this.pixelSize=l,this.resolution=s,this.targetTransform=new t.Matrix;var u=n.shadowOnly,c=n.rotation,f=n.distance,h=n.alpha,p=n.color;this.shadowOnly=u,this.rotation=c,this.distance=f,this.alpha=h,this.color=p,this._updatePadding()}e&&(n.__proto__=e),n.prototype=Object.create(e&&e.prototype),n.prototype.constructor=n;var r={resolution:{configurable:!0},distance:{configurable:!0},rotation:{configurable:!0},alpha:{configurable:!0},color:{configurable:!0},kernels:{configurable:!0},blur:{configurable:!0},quality:{configurable:!0},pixelSize:{configurable:!0}};return n.prototype.apply=function(e,t,n,r){var o=e.getRenderTarget();o.transform=this.targetTransform,this._tintFilter.apply(e,t,o,!0),o.transform=null,this._blurFilter.apply(e,o,n,r),!0!==this.shadowOnly&&e.applyFilter(this,t,n,!1),e.returnRenderTarget(o)},n.prototype._updatePadding=function(){this.padding=this.distance+2*this.blur},n.prototype._updateTargetTransform=function(){this.targetTransform.tx=this.distance*Math.cos(this.angle),this.targetTransform.ty=this.distance*Math.sin(this.angle)},r.resolution.get=function(){return this._resolution},r.resolution.set=function(e){this._resolution=e,this._tintFilter&&(this._tintFilter.resolution=e),this._blurFilter&&(this._blurFilter.resolution=e)},r.distance.get=function(){return this._distance},r.distance.set=function(e){this._distance=e,this._updatePadding(),this._updateTargetTransform()},r.rotation.get=function(){return this.angle/t.DEG_TO_RAD},r.rotation.set=function(e){this.angle=e*t.DEG_TO_RAD,this._updateTargetTransform()},r.alpha.get=function(){return this._tintFilter.uniforms.alpha},r.alpha.set=function(e){this._tintFilter.uniforms.alpha=e},r.color.get=function(){return t.utils.rgb2hex(this._tintFilter.uniforms.color)},r.color.set=function(e){t.utils.hex2rgb(e,this._tintFilter.uniforms.color)},r.kernels.get=function(){return this._blurFilter.kernels},r.kernels.set=function(e){this._blurFilter.kernels=e},r.blur.get=function(){return this._blurFilter.blur},r.blur.set=function(e){this._blurFilter.blur=e,this._updatePadding()},r.quality.get=function(){return this._blurFilter.quality},r.quality.set=function(e){this._blurFilter.quality=e},r.pixelSize.get=function(){return this._blurFilter.pixelSize},r.pixelSize.set=function(e){this._blurFilter.pixelSize=e},Object.defineProperties(n.prototype,r),n}(t.Filter),Z=n,V="precision mediump float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform float strength;\nuniform vec4 filterArea;\n\n\nvoid main(void)\n{\n\tvec2 onePixel = vec2(1.0 / filterArea);\n\n\tvec4 color;\n\n\tcolor.rgb = vec3(0.5);\n\n\tcolor -= texture2D(uSampler, vTextureCoord - onePixel) * strength;\n\tcolor += texture2D(uSampler, vTextureCoord + onePixel) * strength;\n\n\tcolor.rgb = vec3((color.r + color.g + color.b) / 3.0);\n\n\tfloat alpha = texture2D(uSampler, vTextureCoord).a;\n\n\tgl_FragColor = vec4(color.rgb * alpha, alpha);\n}\n",H=function(e){function t(t){void 0===t&&(t=5),e.call(this,Z,V),this.strength=t}e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t;var n={strength:{configurable:!0}};return n.strength.get=function(){return this.uniforms.strength},n.strength.set=function(e){this.uniforms.strength=e},Object.defineProperties(t.prototype,n),t}(t.Filter),$=n,J="// precision highp float;\n\nvarying vec2 vTextureCoord;\nuniform sampler2D uSampler;\n\nuniform vec4 filterArea;\nuniform vec4 filterClamp;\nuniform vec2 dimensions;\nuniform float aspect;\n\nuniform sampler2D displacementMap;\nuniform float offset;\nuniform float sinDir;\nuniform float cosDir;\nuniform int fillMode;\n\nuniform float seed;\nuniform vec2 red;\nuniform vec2 green;\nuniform vec2 blue;\n\nconst int TRANSPARENT = 0;\nconst int ORIGINAL = 1;\nconst int LOOP = 2;\nconst int CLAMP = 3;\nconst int MIRROR = 4;\n\nvoid main(void)\n{\n vec2 coord = (vTextureCoord * filterArea.xy) / dimensions;\n\n if (coord.x > 1.0 || coord.y > 1.0) {\n return;\n }\n\n float cx = coord.x - 0.5;\n float cy = (coord.y - 0.5) * aspect;\n float ny = (-sinDir * cx + cosDir * cy) / aspect + 0.5;\n\n // displacementMap: repeat\n // ny = ny > 1.0 ? ny - 1.0 : (ny < 0.0 ? 1.0 + ny : ny);\n\n // displacementMap: mirror\n ny = ny > 1.0 ? 2.0 - ny : (ny < 0.0 ? -ny : ny);\n\n vec4 dc = texture2D(displacementMap, vec2(0.5, ny));\n\n float displacement = (dc.r - dc.g) * (offset / filterArea.x);\n\n coord = vTextureCoord + vec2(cosDir * displacement, sinDir * displacement * aspect);\n\n if (fillMode == CLAMP) {\n coord = clamp(coord, filterClamp.xy, filterClamp.zw);\n } else {\n if( coord.x > filterClamp.z ) {\n if (fillMode == ORIGINAL) {\n gl_FragColor = texture2D(uSampler, vTextureCoord);\n return;\n } else if (fillMode == LOOP) {\n coord.x -= filterClamp.z;\n } else if (fillMode == MIRROR) {\n coord.x = filterClamp.z * 2.0 - coord.x;\n } else {\n gl_FragColor = vec4(0., 0., 0., 0.);\n return;\n }\n } else if( coord.x < filterClamp.x ) {\n if (fillMode == ORIGINAL) {\n gl_FragColor = texture2D(uSampler, vTextureCoord);\n return;\n } else if (fillMode == LOOP) {\n coord.x += filterClamp.z;\n } else if (fillMode == MIRROR) {\n coord.x *= -filterClamp.z;\n } else {\n gl_FragColor = vec4(0., 0., 0., 0.);\n return;\n }\n }\n\n if( coord.y > filterClamp.w ) {\n if (fillMode == ORIGINAL) {\n gl_FragColor = texture2D(uSampler, vTextureCoord);\n return;\n } else if (fillMode == LOOP) {\n coord.y -= filterClamp.w;\n } else if (fillMode == MIRROR) {\n coord.y = filterClamp.w * 2.0 - coord.y;\n } else {\n gl_FragColor = vec4(0., 0., 0., 0.);\n return;\n }\n } else if( coord.y < filterClamp.y ) {\n if (fillMode == ORIGINAL) {\n gl_FragColor = texture2D(uSampler, vTextureCoord);\n return;\n } else if (fillMode == LOOP) {\n coord.y += filterClamp.w;\n } else if (fillMode == MIRROR) {\n coord.y *= -filterClamp.w;\n } else {\n gl_FragColor = vec4(0., 0., 0., 0.);\n return;\n }\n }\n }\n\n gl_FragColor.r = texture2D(uSampler, coord + red * (1.0 - seed * 0.4) / filterArea.xy).r;\n gl_FragColor.g = texture2D(uSampler, coord + green * (1.0 - seed * 0.3) / filterArea.xy).g;\n gl_FragColor.b = texture2D(uSampler, coord + blue * (1.0 - seed * 0.2) / filterArea.xy).b;\n gl_FragColor.a = texture2D(uSampler, coord).a;\n}\n",ee=function(e){function n(n){void 0===n&&(n={}),e.call(this,$,J),this.uniforms.dimensions=new Float32Array(2),n=Object.assign({slices:5,offset:100,direction:0,fillMode:0,average:!1,seed:0,red:[0,0],green:[0,0],blue:[0,0],minSize:8,sampleSize:512},n),this.direction=n.direction,this.red=n.red,this.green=n.green,this.blue=n.blue,this.offset=n.offset,this.fillMode=n.fillMode,this.average=n.average,this.seed=n.seed,this.minSize=n.minSize,this.sampleSize=n.sampleSize,this._canvas=document.createElement("canvas"),this._canvas.width=4,this._canvas.height=this.sampleSize,this.texture=t.Texture.fromCanvas(this._canvas,t.SCALE_MODES.NEAREST),this._slices=0,this.slices=n.slices}e&&(n.__proto__=e),n.prototype=Object.create(e&&e.prototype),n.prototype.constructor=n;var r={sizes:{configurable:!0},offsets:{configurable:!0},slices:{configurable:!0},direction:{configurable:!0},red:{configurable:!0},green:{configurable:!0},blue:{configurable:!0}};return n.prototype.apply=function(e,t,n,r){var o=t.sourceFrame.width,i=t.sourceFrame.height;this.uniforms.dimensions[0]=o,this.uniforms.dimensions[1]=i,this.uniforms.aspect=i/o,this.uniforms.seed=this.seed,this.uniforms.offset=this.offset,this.uniforms.fillMode=this.fillMode,e.applyFilter(this,t,n,r)},n.prototype._randomizeSizes=function(){var e=this._sizes,t=this._slices-1,n=this.sampleSize,r=Math.min(this.minSize/n,.9/this._slices);if(this.average){for(var o=this._slices,i=1,l=0;l0;t--){var n=Math.random()*t>>0,r=e[t];e[t]=e[n],e[n]=r}},n.prototype._randomizeOffsets=function(){for(var e=0;e0?e:0,a=e<0?-e:0;r.fillStyle="rgba("+s+", "+a+", 0, 1)",r.fillRect(0,o>>0,t,l+1>>0),o+=l}n.baseTexture.update(),this.uniforms.displacementMap=n},r.sizes.set=function(e){for(var t=Math.min(this._slices,e.length),n=0;nthis._maxColors)throw"Length of replacements ("+o+") exceeds the maximum colors length ("+this._maxColors+")";n[3*o]=-1;for(var i=0;i 0.5) then: 1 - 2 * (1 - dst) * (1 - src)\n return vec3((dst.x <= 0.5) ? (2.0 * src.x * dst.x) : (1.0 - 2.0 * (1.0 - dst.x) * (1.0 - src.x)),\n (dst.y <= 0.5) ? (2.0 * src.y * dst.y) : (1.0 - 2.0 * (1.0 - dst.y) * (1.0 - src.y)),\n (dst.z <= 0.5) ? (2.0 * src.z * dst.z) : (1.0 - 2.0 * (1.0 - dst.z) * (1.0 - src.z)));\n}\n\n\nvoid main()\n{\n gl_FragColor = texture2D(uSampler, vTextureCoord);\n vec3 color = gl_FragColor.rgb;\n\n if (sepia > 0.0)\n {\n float gray = (color.x + color.y + color.z) / 3.0;\n vec3 grayscale = vec3(gray);\n\n color = Overlay(SEPIA_RGB, grayscale);\n\n color = grayscale + sepia * (color - grayscale);\n }\n\n vec2 coord = vTextureCoord * filterArea.xy / dimensions.xy;\n\n if (vignetting > 0.0)\n {\n float outter = SQRT_2 - vignetting * SQRT_2;\n vec2 dir = vec2(vec2(0.5, 0.5) - coord);\n dir.y *= dimensions.y / dimensions.x;\n float darker = clamp((outter - length(dir) * SQRT_2) / ( 0.00001 + vignettingBlur * SQRT_2), 0.0, 1.0);\n color.rgb *= darker + (1.0 - darker) * (1.0 - vignettingAlpha);\n }\n\n if (scratchDensity > seed && scratch != 0.0)\n {\n float phase = seed * 256.0;\n float s = mod(floor(phase), 2.0);\n float dist = 1.0 / scratchDensity;\n float d = distance(coord, vec2(seed * dist, abs(s - seed * dist)));\n if (d < seed * 0.6 + 0.4)\n {\n highp float period = scratchDensity * 10.0;\n\n float xx = coord.x * period + phase;\n float aa = abs(mod(xx, 0.5) * 4.0);\n float bb = mod(floor(xx / 0.5), 2.0);\n float yy = (1.0 - bb) * aa + bb * (2.0 - aa);\n\n float kk = 2.0 * period;\n float dw = scratchWidth / dimensions.x * (0.75 + seed);\n float dh = dw * kk;\n\n float tine = (yy - (2.0 - dh));\n\n if (tine > 0.0) {\n float _sign = sign(scratch);\n\n tine = s * tine / period + scratch + 0.1;\n tine = clamp(tine + 1.0, 0.5 + _sign * 0.5, 1.5 + _sign * 0.5);\n\n color.rgb *= tine;\n }\n }\n }\n\n if (noise > 0.0 && noiseSize > 0.0)\n {\n vec2 pixelCoord = vTextureCoord.xy * filterArea.xy;\n pixelCoord.x = floor(pixelCoord.x / noiseSize);\n pixelCoord.y = floor(pixelCoord.y / noiseSize);\n // vec2 d = pixelCoord * noiseSize * vec2(1024.0 + seed * 512.0, 1024.0 - seed * 512.0);\n // float _noise = snoise(d) * 0.5;\n float _noise = rand(pixelCoord * noiseSize * seed) - 0.5;\n color += _noise * noise;\n }\n\n gl_FragColor.rgb = color;\n}\n",ge=function(e){function t(t,n){void 0===n&&(n=0),e.call(this,de,me),this.uniforms.dimensions=new Float32Array(2),"number"==typeof t?(this.seed=t,t=null):this.seed=n,Object.assign(this,{sepia:.3,noise:.3,noiseSize:1,scratch:.5,scratchDensity:.3,scratchWidth:1,vignetting:.3,vignettingAlpha:1,vignettingBlur:.3},t)}e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t;var n={sepia:{configurable:!0},noise:{configurable:!0},noiseSize:{configurable:!0},scratch:{configurable:!0},scratchDensity:{configurable:!0},scratchWidth:{configurable:!0},vignetting:{configurable:!0},vignettingAlpha:{configurable:!0},vignettingBlur:{configurable:!0}};return t.prototype.apply=function(e,t,n,r){this.uniforms.dimensions[0]=t.sourceFrame.width,this.uniforms.dimensions[1]=t.sourceFrame.height,this.uniforms.seed=this.seed,e.applyFilter(this,t,n,r)},n.sepia.set=function(e){this.uniforms.sepia=e},n.sepia.get=function(){return this.uniforms.sepia},n.noise.set=function(e){this.uniforms.noise=e},n.noise.get=function(){return this.uniforms.noise},n.noiseSize.set=function(e){this.uniforms.noiseSize=e},n.noiseSize.get=function(){return this.uniforms.noiseSize},n.scratch.set=function(e){this.uniforms.scratch=e},n.scratch.get=function(){return this.uniforms.scratch},n.scratchDensity.set=function(e){this.uniforms.scratchDensity=e},n.scratchDensity.get=function(){return this.uniforms.scratchDensity},n.scratchWidth.set=function(e){this.uniforms.scratchWidth=e},n.scratchWidth.get=function(){return this.uniforms.scratchWidth},n.vignetting.set=function(e){this.uniforms.vignetting=e},n.vignetting.get=function(){return this.uniforms.vignetting},n.vignettingAlpha.set=function(e){this.uniforms.vignettingAlpha=e},n.vignettingAlpha.get=function(){return this.uniforms.vignettingAlpha},n.vignettingBlur.set=function(e){this.uniforms.vignettingBlur=e},n.vignettingBlur.get=function(){return this.uniforms.vignettingBlur},Object.defineProperties(t.prototype,n),t}(t.Filter),ve=n,xe="varying vec2 vTextureCoord;\nuniform sampler2D uSampler;\n\nuniform vec2 thickness;\nuniform vec4 outlineColor;\nuniform vec4 filterClamp;\n\nconst float DOUBLE_PI = 3.14159265358979323846264 * 2.;\n\nvoid main(void) {\n vec4 ownColor = texture2D(uSampler, vTextureCoord);\n vec4 curColor;\n float maxAlpha = 0.;\n vec2 displaced;\n for (float angle = 0.; angle <= DOUBLE_PI; angle += ${angleStep}) {\n displaced.x = vTextureCoord.x + thickness.x * cos(angle);\n displaced.y = vTextureCoord.y + thickness.y * sin(angle);\n curColor = texture2D(uSampler, clamp(displaced, filterClamp.xy, filterClamp.zw));\n maxAlpha = max(maxAlpha, curColor.a);\n }\n float resultAlpha = max(maxAlpha, ownColor.a);\n gl_FragColor = vec4((ownColor.rgb + outlineColor.rgb * (1. - ownColor.a)) * resultAlpha, resultAlpha);\n}\n",ye=function(e){function n(t,r,o){void 0===t&&(t=1),void 0===r&&(r=0),void 0===o&&(o=.1);var i=Math.max(o*n.MAX_SAMPLES,n.MIN_SAMPLES),l=(2*Math.PI/i).toFixed(7);e.call(this,ve,xe.replace(/\$\{angleStep\}/,l)),this.uniforms.thickness=new Float32Array([0,0]),this.thickness=t,this.uniforms.outlineColor=new Float32Array([0,0,0,1]),this.color=r,this.quality=o}e&&(n.__proto__=e),n.prototype=Object.create(e&&e.prototype),n.prototype.constructor=n;var r={color:{configurable:!0}};return n.prototype.apply=function(e,t,n,r){this.uniforms.thickness[0]=this.thickness/t.size.width,this.uniforms.thickness[1]=this.thickness/t.size.height,e.applyFilter(this,t,n,r)},r.color.get=function(){return t.utils.rgb2hex(this.uniforms.outlineColor)},r.color.set=function(e){t.utils.hex2rgb(e,this.uniforms.outlineColor)},Object.defineProperties(n.prototype,r),n}(t.Filter);ye.MIN_SAMPLES=1,ye.MAX_SAMPLES=100;var be=n,_e="precision mediump float;\n\nvarying vec2 vTextureCoord;\n\nuniform vec2 size;\nuniform sampler2D uSampler;\n\nuniform vec4 filterArea;\n\nvec2 mapCoord( vec2 coord )\n{\n coord *= filterArea.xy;\n coord += filterArea.zw;\n\n return coord;\n}\n\nvec2 unmapCoord( vec2 coord )\n{\n coord -= filterArea.zw;\n coord /= filterArea.xy;\n\n return coord;\n}\n\nvec2 pixelate(vec2 coord, vec2 size)\n{\n\treturn floor( coord / size ) * size;\n}\n\nvoid main(void)\n{\n vec2 coord = mapCoord(vTextureCoord);\n\n coord = pixelate(coord, size);\n\n coord = unmapCoord(coord);\n\n gl_FragColor = texture2D(uSampler, coord);\n}\n",Ce=function(e){function t(t){void 0===t&&(t=10),e.call(this,be,_e),this.size=t}e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t;var n={size:{configurable:!0}};return n.size.get=function(){return this.uniforms.size},n.size.set=function(e){"number"==typeof e&&(e=[e,e]),this.uniforms.size=e},Object.defineProperties(t.prototype,n),t}(t.Filter),Se=n,Fe="varying vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform vec4 filterArea;\n\nuniform float uRadian;\nuniform vec2 uCenter;\nuniform float uRadius;\nuniform int uKernelSize;\n\nconst int MAX_KERNEL_SIZE = 2048;\n\nvoid main(void)\n{\n vec4 color = texture2D(uSampler, vTextureCoord);\n\n if (uKernelSize == 0)\n {\n gl_FragColor = color;\n return;\n }\n\n float aspect = filterArea.y / filterArea.x;\n vec2 center = uCenter.xy / filterArea.xy;\n float gradient = uRadius / filterArea.x * 0.3;\n float radius = uRadius / filterArea.x - gradient * 0.5;\n int k = uKernelSize - 1;\n\n vec2 coord = vTextureCoord;\n vec2 dir = vec2(center - coord);\n float dist = length(vec2(dir.x, dir.y * aspect));\n\n float radianStep = uRadian;\n if (radius >= 0.0 && dist > radius) {\n float delta = dist - radius;\n float gap = gradient;\n float scale = 1.0 - abs(delta / gap);\n if (scale <= 0.0) {\n gl_FragColor = color;\n return;\n }\n radianStep *= scale;\n }\n radianStep /= float(k);\n\n float s = sin(radianStep);\n float c = cos(radianStep);\n mat2 rotationMatrix = mat2(vec2(c, -s), vec2(s, c));\n\n for(int i = 0; i < MAX_KERNEL_SIZE - 1; i++) {\n if (i == k) {\n break;\n }\n\n coord -= center;\n coord.y *= aspect;\n coord = rotationMatrix * coord;\n coord.y /= aspect;\n coord += center;\n\n vec4 sample = texture2D(uSampler, coord);\n\n // switch to pre-multiplied alpha to correctly blur transparent images\n // sample.rgb *= sample.a;\n\n color += sample;\n }\n\n gl_FragColor = color / float(uKernelSize);\n}\n",ze=function(e){function t(t,n,r,o){void 0===t&&(t=0),void 0===n&&(n=[0,0]),void 0===r&&(r=5),void 0===o&&(o=-1),e.call(this,Se,Fe),this._angle=0,this.angle=t,this.center=n,this.kernelSize=r,this.radius=o}e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t;var n={angle:{configurable:!0},center:{configurable:!0},radius:{configurable:!0}};return t.prototype.apply=function(e,t,n,r){this.uniforms.uKernelSize=0!==this._angle?this.kernelSize:0,e.applyFilter(this,t,n,r)},n.angle.set=function(e){this._angle=e,this.uniforms.uRadian=e*Math.PI/180},n.angle.get=function(){return this._angle},n.center.get=function(){return this.uniforms.uCenter},n.center.set=function(e){this.uniforms.uCenter=e},n.radius.get=function(){return this.uniforms.uRadius},n.radius.set=function(e){(e<0||e===1/0)&&(e=-1),this.uniforms.uRadius=e},Object.defineProperties(t.prototype,n),t}(t.Filter),Ae=n,we="varying vec2 vTextureCoord;\nuniform sampler2D uSampler;\n\nuniform vec4 filterArea;\nuniform vec4 filterClamp;\nuniform vec2 dimensions;\n\nuniform bool mirror;\nuniform float boundary;\nuniform vec2 amplitude;\nuniform vec2 waveLength;\nuniform vec2 alpha;\nuniform float time;\n\nfloat rand(vec2 co) {\n return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);\n}\n\nvoid main(void)\n{\n vec2 pixelCoord = vTextureCoord.xy * filterArea.xy;\n vec2 coord = pixelCoord / dimensions;\n\n if (coord.y < boundary) {\n gl_FragColor = texture2D(uSampler, vTextureCoord);\n return;\n }\n\n float k = (coord.y - boundary) / (1. - boundary + 0.0001);\n float areaY = boundary * dimensions.y / filterArea.y;\n float v = areaY + areaY - vTextureCoord.y;\n float y = mirror ? v : vTextureCoord.y;\n\n float _amplitude = ((amplitude.y - amplitude.x) * k + amplitude.x ) / filterArea.x;\n float _waveLength = ((waveLength.y - waveLength.x) * k + waveLength.x) / filterArea.y;\n float _alpha = (alpha.y - alpha.x) * k + alpha.x;\n\n float x = vTextureCoord.x + cos(v * 6.28 / _waveLength - time) * _amplitude;\n x = clamp(x, filterClamp.x, filterClamp.z);\n\n vec4 color = texture2D(uSampler, vec2(x, y));\n\n gl_FragColor = color * _alpha;\n}\n",Te=function(e){function t(t){e.call(this,Ae,we),this.uniforms.amplitude=new Float32Array(2),this.uniforms.waveLength=new Float32Array(2),this.uniforms.alpha=new Float32Array(2),this.uniforms.dimensions=new Float32Array(2),Object.assign(this,{mirror:!0,boundary:.5,amplitude:[0,20],waveLength:[30,100],alpha:[1,1],time:0},t)}e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t;var n={mirror:{configurable:!0},boundary:{configurable:!0},amplitude:{configurable:!0},waveLength:{configurable:!0},alpha:{configurable:!0}};return t.prototype.apply=function(e,t,n,r){this.uniforms.dimensions[0]=t.sourceFrame.width,this.uniforms.dimensions[1]=t.sourceFrame.height,this.uniforms.time=this.time,e.applyFilter(this,t,n,r)},n.mirror.set=function(e){this.uniforms.mirror=e},n.mirror.get=function(){return this.uniforms.mirror},n.boundary.set=function(e){this.uniforms.boundary=e},n.boundary.get=function(){return this.uniforms.boundary},n.amplitude.set=function(e){this.uniforms.amplitude[0]=e[0],this.uniforms.amplitude[1]=e[1]},n.amplitude.get=function(){return this.uniforms.amplitude},n.waveLength.set=function(e){this.uniforms.waveLength[0]=e[0],this.uniforms.waveLength[1]=e[1]},n.waveLength.get=function(){return this.uniforms.waveLength},n.alpha.set=function(e){this.uniforms.alpha[0]=e[0],this.uniforms.alpha[1]=e[1]},n.alpha.get=function(){return this.uniforms.alpha},Object.defineProperties(t.prototype,n),t}(t.Filter),De=n,Oe="precision mediump float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform vec4 filterArea;\nuniform vec2 red;\nuniform vec2 green;\nuniform vec2 blue;\n\nvoid main(void)\n{\n gl_FragColor.r = texture2D(uSampler, vTextureCoord + red/filterArea.xy).r;\n gl_FragColor.g = texture2D(uSampler, vTextureCoord + green/filterArea.xy).g;\n gl_FragColor.b = texture2D(uSampler, vTextureCoord + blue/filterArea.xy).b;\n gl_FragColor.a = texture2D(uSampler, vTextureCoord).a;\n}\n",Pe=function(e){function t(t,n,r){void 0===t&&(t=[-10,0]),void 0===n&&(n=[0,10]),void 0===r&&(r=[0,0]),e.call(this,De,Oe),this.red=t,this.green=n,this.blue=r}e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t;var n={red:{configurable:!0},green:{configurable:!0},blue:{configurable:!0}};return n.red.get=function(){return this.uniforms.red},n.red.set=function(e){this.uniforms.red=e},n.green.get=function(){return this.uniforms.green},n.green.set=function(e){this.uniforms.green=e},n.blue.get=function(){return this.uniforms.blue},n.blue.set=function(e){this.uniforms.blue=e},Object.defineProperties(t.prototype,n),t}(t.Filter),Me=n,Re="varying vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform vec4 filterArea;\nuniform vec4 filterClamp;\n\nuniform vec2 center;\n\nuniform float amplitude;\nuniform float wavelength;\n// uniform float power;\nuniform float brightness;\nuniform float speed;\nuniform float radius;\n\nuniform float time;\n\nconst float PI = 3.14159;\n\nvoid main()\n{\n float halfWavelength = wavelength * 0.5 / filterArea.x;\n float maxRadius = radius / filterArea.x;\n float currentRadius = time * speed / filterArea.x;\n\n float fade = 1.0;\n\n if (maxRadius > 0.0) {\n if (currentRadius > maxRadius) {\n gl_FragColor = texture2D(uSampler, vTextureCoord);\n return;\n }\n fade = 1.0 - pow(currentRadius / maxRadius, 2.0);\n }\n\n vec2 dir = vec2(vTextureCoord - center / filterArea.xy);\n dir.y *= filterArea.y / filterArea.x;\n float dist = length(dir);\n\n if (dist <= 0.0 || dist < currentRadius - halfWavelength || dist > currentRadius + halfWavelength) {\n gl_FragColor = texture2D(uSampler, vTextureCoord);\n return;\n }\n\n vec2 diffUV = normalize(dir);\n\n float diff = (dist - currentRadius) / halfWavelength;\n\n float p = 1.0 - pow(abs(diff), 2.0);\n\n // float powDiff = diff * pow(p, 2.0) * ( amplitude * fade );\n float powDiff = 1.25 * sin(diff * PI) * p * ( amplitude * fade );\n\n vec2 offset = diffUV * powDiff / filterArea.xy;\n\n // Do clamp :\n vec2 coord = vTextureCoord + offset;\n vec2 clampedCoord = clamp(coord, filterClamp.xy, filterClamp.zw);\n vec4 color = texture2D(uSampler, clampedCoord);\n if (coord != clampedCoord) {\n color *= max(0.0, 1.0 - length(coord - clampedCoord));\n }\n\n // No clamp :\n // gl_FragColor = texture2D(uSampler, vTextureCoord + offset);\n\n color.rgb *= 1.0 + (brightness - 1.0) * p * fade;\n\n gl_FragColor = color;\n}\n",je=function(e){function t(t,n,r){void 0===t&&(t=[0,0]),void 0===n&&(n={}),void 0===r&&(r=0),e.call(this,Me,Re),this.center=t,Array.isArray(n)&&(console.warn("Deprecated Warning: ShockwaveFilter params Array has been changed to options Object."),n={}),n=Object.assign({amplitude:30,wavelength:160,brightness:1,speed:500,radius:-1},n),this.amplitude=n.amplitude,this.wavelength=n.wavelength,this.brightness=n.brightness,this.speed=n.speed,this.radius=n.radius,this.time=r}e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t;var n={center:{configurable:!0},amplitude:{configurable:!0},wavelength:{configurable:!0},brightness:{configurable:!0},speed:{configurable:!0},radius:{configurable:!0}};return t.prototype.apply=function(e,t,n,r){this.uniforms.time=this.time,e.applyFilter(this,t,n,r)},n.center.get=function(){return this.uniforms.center},n.center.set=function(e){this.uniforms.center=e},n.amplitude.get=function(){return this.uniforms.amplitude},n.amplitude.set=function(e){this.uniforms.amplitude=e},n.wavelength.get=function(){return this.uniforms.wavelength},n.wavelength.set=function(e){this.uniforms.wavelength=e},n.brightness.get=function(){return this.uniforms.brightness},n.brightness.set=function(e){this.uniforms.brightness=e},n.speed.get=function(){return this.uniforms.speed},n.speed.set=function(e){this.uniforms.speed=e},n.radius.get=function(){return this.uniforms.radius},n.radius.set=function(e){this.uniforms.radius=e},Object.defineProperties(t.prototype,n),t}(t.Filter),Le=n,ke="varying vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform sampler2D uLightmap;\nuniform vec4 filterArea;\nuniform vec2 dimensions;\nuniform vec4 ambientColor;\nvoid main() {\n vec4 diffuseColor = texture2D(uSampler, vTextureCoord);\n vec2 lightCoord = (vTextureCoord * filterArea.xy) / dimensions;\n vec4 light = texture2D(uLightmap, lightCoord);\n vec3 ambient = ambientColor.rgb * ambientColor.a;\n vec3 intensity = ambient + light.rgb;\n vec3 finalColor = diffuseColor.rgb * intensity;\n gl_FragColor = vec4(finalColor, diffuseColor.a);\n}\n",Ie=function(e){function n(t,n,r){void 0===n&&(n=0),void 0===r&&(r=1),e.call(this,Le,ke),this.uniforms.dimensions=new Float32Array(2),this.uniforms.ambientColor=new Float32Array([0,0,0,r]),this.texture=t,this.color=n}e&&(n.__proto__=e),n.prototype=Object.create(e&&e.prototype),n.prototype.constructor=n;var r={texture:{configurable:!0},color:{configurable:!0},alpha:{configurable:!0}};return n.prototype.apply=function(e,t,n,r){this.uniforms.dimensions[0]=t.sourceFrame.width,this.uniforms.dimensions[1]=t.sourceFrame.height,e.applyFilter(this,t,n,r)},r.texture.get=function(){return this.uniforms.uLightmap},r.texture.set=function(e){this.uniforms.uLightmap=e},r.color.set=function(e){var n=this.uniforms.ambientColor;"number"==typeof e?(t.utils.hex2rgb(e,n),this._color=e):(n[0]=e[0],n[1]=e[1],n[2]=e[2],n[3]=e[3],this._color=t.utils.rgb2hex(n))},r.color.get=function(){return this._color},r.alpha.get=function(){return this.uniforms.ambientColor[3]},r.alpha.set=function(e){this.uniforms.ambientColor[3]=e},Object.defineProperties(n.prototype,r),n}(t.Filter),Ee=n,Be="varying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform float blur;\nuniform float gradientBlur;\nuniform vec2 start;\nuniform vec2 end;\nuniform vec2 delta;\nuniform vec2 texSize;\n\nfloat random(vec3 scale, float seed)\n{\n return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed);\n}\n\nvoid main(void)\n{\n vec4 color = vec4(0.0);\n float total = 0.0;\n\n float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);\n vec2 normal = normalize(vec2(start.y - end.y, end.x - start.x));\n float radius = smoothstep(0.0, 1.0, abs(dot(vTextureCoord * texSize - start, normal)) / gradientBlur) * blur;\n\n for (float t = -30.0; t <= 30.0; t++)\n {\n float percent = (t + offset - 0.5) / 30.0;\n float weight = 1.0 - abs(percent);\n vec4 sample = texture2D(uSampler, vTextureCoord + delta / texSize * percent * radius);\n sample.rgb *= sample.a;\n color += sample * weight;\n total += weight;\n }\n\n color /= total;\n color.rgb /= color.a + 0.00001;\n\n gl_FragColor = color;\n}\n",Xe=function(e){function n(n,r,o,i){void 0===n&&(n=100),void 0===r&&(r=600),void 0===o&&(o=null),void 0===i&&(i=null),e.call(this,Ee,Be),this.uniforms.blur=n,this.uniforms.gradientBlur=r,this.uniforms.start=o||new t.Point(0,window.innerHeight/2),this.uniforms.end=i||new t.Point(600,window.innerHeight/2),this.uniforms.delta=new t.Point(30,30),this.uniforms.texSize=new t.Point(1024,1024),this.updateDelta()}e&&(n.__proto__=e),n.prototype=Object.create(e&&e.prototype),n.prototype.constructor=n;var r={blur:{configurable:!0},gradientBlur:{configurable:!0},start:{configurable:!0},end:{configurable:!0}};return n.prototype.updateDelta=function(){this.uniforms.delta.x=0,this.uniforms.delta.y=0},r.blur.get=function(){return this.uniforms.blur},r.blur.set=function(e){this.uniforms.blur=e},r.gradientBlur.get=function(){return this.uniforms.gradientBlur},r.gradientBlur.set=function(e){this.uniforms.gradientBlur=e},r.start.get=function(){return this.uniforms.start},r.start.set=function(e){this.uniforms.start=e,this.updateDelta()},r.end.get=function(){return this.uniforms.end},r.end.set=function(e){this.uniforms.end=e,this.updateDelta()},Object.defineProperties(n.prototype,r),n}(t.Filter),qe=function(e){function t(){e.apply(this,arguments)}return e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t,t.prototype.updateDelta=function(){var e=this.uniforms.end.x-this.uniforms.start.x,t=this.uniforms.end.y-this.uniforms.start.y,n=Math.sqrt(e*e+t*t);this.uniforms.delta.x=e/n,this.uniforms.delta.y=t/n},t}(Xe),Ne=function(e){function t(){e.apply(this,arguments)}return e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t,t.prototype.updateDelta=function(){var e=this.uniforms.end.x-this.uniforms.start.x,t=this.uniforms.end.y-this.uniforms.start.y,n=Math.sqrt(e*e+t*t);this.uniforms.delta.x=-t/n,this.uniforms.delta.y=e/n},t}(Xe),We=function(e){function t(t,n,r,o){void 0===t&&(t=100),void 0===n&&(n=600),void 0===r&&(r=null),void 0===o&&(o=null),e.call(this),this.tiltShiftXFilter=new qe(t,n,r,o),this.tiltShiftYFilter=new Ne(t,n,r,o)}e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t;var n={blur:{configurable:!0},gradientBlur:{configurable:!0},start:{configurable:!0},end:{configurable:!0}};return t.prototype.apply=function(e,t,n){var r=e.getRenderTarget(!0);this.tiltShiftXFilter.apply(e,t,r),this.tiltShiftYFilter.apply(e,r,n),e.returnRenderTarget(r)},n.blur.get=function(){return this.tiltShiftXFilter.blur},n.blur.set=function(e){this.tiltShiftXFilter.blur=this.tiltShiftYFilter.blur=e},n.gradientBlur.get=function(){return this.tiltShiftXFilter.gradientBlur},n.gradientBlur.set=function(e){this.tiltShiftXFilter.gradientBlur=this.tiltShiftYFilter.gradientBlur=e},n.start.get=function(){return this.tiltShiftXFilter.start},n.start.set=function(e){this.tiltShiftXFilter.start=this.tiltShiftYFilter.start=e},n.end.get=function(){return this.tiltShiftXFilter.end},n.end.set=function(e){this.tiltShiftXFilter.end=this.tiltShiftYFilter.end=e},Object.defineProperties(t.prototype,n),t}(t.Filter),Ge=n,Ke="varying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform float radius;\nuniform float angle;\nuniform vec2 offset;\nuniform vec4 filterArea;\n\nvec2 mapCoord( vec2 coord )\n{\n coord *= filterArea.xy;\n coord += filterArea.zw;\n\n return coord;\n}\n\nvec2 unmapCoord( vec2 coord )\n{\n coord -= filterArea.zw;\n coord /= filterArea.xy;\n\n return coord;\n}\n\nvec2 twist(vec2 coord)\n{\n coord -= offset;\n\n float dist = length(coord);\n\n if (dist < radius)\n {\n float ratioDist = (radius - dist) / radius;\n float angleMod = ratioDist * ratioDist * angle;\n float s = sin(angleMod);\n float c = cos(angleMod);\n coord = vec2(coord.x * c - coord.y * s, coord.x * s + coord.y * c);\n }\n\n coord += offset;\n\n return coord;\n}\n\nvoid main(void)\n{\n\n vec2 coord = mapCoord(vTextureCoord);\n\n coord = twist(coord);\n\n coord = unmapCoord(coord);\n\n gl_FragColor = texture2D(uSampler, coord );\n\n}\n",Ye=function(e){function t(t,n,r){void 0===t&&(t=200),void 0===n&&(n=4),void 0===r&&(r=20),e.call(this,Ge,Ke),this.radius=t,this.angle=n,this.padding=r}e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t;var n={offset:{configurable:!0},radius:{configurable:!0},angle:{configurable:!0}};return n.offset.get=function(){return this.uniforms.offset},n.offset.set=function(e){this.uniforms.offset=e},n.radius.get=function(){return this.uniforms.radius},n.radius.set=function(e){this.uniforms.radius=e},n.angle.get=function(){return this.uniforms.angle},n.angle.set=function(e){this.uniforms.angle=e},Object.defineProperties(t.prototype,n),t}(t.Filter),Qe=n,Ue="varying vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform vec4 filterArea;\n\nuniform vec2 uCenter;\nuniform float uStrength;\nuniform float uInnerRadius;\nuniform float uRadius;\n\nconst float MAX_KERNEL_SIZE = 32.0;\n\n// author: http://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand-for-opengl-es-2-0/\nhighp float rand(vec2 co, float seed) {\n const highp float a = 12.9898, b = 78.233, c = 43758.5453;\n highp float dt = dot(co + seed, vec2(a, b)), sn = mod(dt, 3.14159);\n return fract(sin(sn) * c + seed);\n}\n\nvoid main() {\n\n float minGradient = uInnerRadius * 0.3;\n float innerRadius = (uInnerRadius + minGradient * 0.5) / filterArea.x;\n\n float gradient = uRadius * 0.3;\n float radius = (uRadius - gradient * 0.5) / filterArea.x;\n\n float countLimit = MAX_KERNEL_SIZE;\n\n vec2 dir = vec2(uCenter.xy / filterArea.xy - vTextureCoord);\n float dist = length(vec2(dir.x, dir.y * filterArea.y / filterArea.x));\n\n float strength = uStrength;\n\n float delta = 0.0;\n float gap;\n if (dist < innerRadius) {\n delta = innerRadius - dist;\n gap = minGradient;\n } else if (radius >= 0.0 && dist > radius) { // radius < 0 means it's infinity\n delta = dist - radius;\n gap = gradient;\n }\n\n if (delta > 0.0) {\n float normalCount = gap / filterArea.x;\n delta = (normalCount - delta) / normalCount;\n countLimit *= delta;\n strength *= delta;\n if (countLimit < 1.0)\n {\n gl_FragColor = texture2D(uSampler, vTextureCoord);\n return;\n }\n }\n\n // randomize the lookup values to hide the fixed number of samples\n float offset = rand(vTextureCoord, 0.0);\n\n float total = 0.0;\n vec4 color = vec4(0.0);\n\n dir *= strength;\n\n for (float t = 0.0; t < MAX_KERNEL_SIZE; t++) {\n float percent = (t + offset) / MAX_KERNEL_SIZE;\n float weight = 4.0 * (percent - percent * percent);\n vec2 p = vTextureCoord + dir * percent;\n vec4 sample = texture2D(uSampler, p);\n\n // switch to pre-multiplied alpha to correctly blur transparent images\n // sample.rgb *= sample.a;\n\n color += sample * weight;\n total += weight;\n\n if (t > countLimit){\n break;\n }\n }\n\n color /= total;\n // switch back from pre-multiplied alpha\n // color.rgb /= color.a + 0.00001;\n\n gl_FragColor = color;\n}\n",Ze=function(e){function t(t,n,r,o){void 0===t&&(t=.1),void 0===n&&(n=[0,0]),void 0===r&&(r=0),void 0===o&&(o=-1),e.call(this,Qe,Ue),this.center=n,this.strength=t,this.innerRadius=r,this.radius=o}e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t;var n={center:{configurable:!0},strength:{configurable:!0},innerRadius:{configurable:!0},radius:{configurable:!0}};return n.center.get=function(){return this.uniforms.uCenter},n.center.set=function(e){this.uniforms.uCenter=e},n.strength.get=function(){return this.uniforms.uStrength},n.strength.set=function(e){this.uniforms.uStrength=e},n.innerRadius.get=function(){return this.uniforms.uInnerRadius},n.innerRadius.set=function(e){this.uniforms.uInnerRadius=e},n.radius.get=function(){return this.uniforms.uRadius},n.radius.set=function(e){(e<0||e===1/0)&&(e=-1),this.uniforms.uRadius=e},Object.defineProperties(t.prototype,n),t}(t.Filter);return e.AdjustmentFilter=o,e.AdvancedBloomFilter=p,e.AsciiFilter=g,e.BevelFilter=y,e.BloomFilter=F,e.BulgePinchFilter=w,e.ColorMapFilter=O,e.ColorReplaceFilter=R,e.ConvolutionFilter=k,e.CrossHatchFilter=B,e.CRTFilter=N,e.DotFilter=K,e.DropShadowFilter=U,e.EmbossFilter=H,e.GlitchFilter=ee,e.GlowFilter=re,e.GodrayFilter=se,e.KawaseBlurFilter=a,e.MotionBlurFilter=ce,e.MultiColorReplaceFilter=pe,e.OldFilmFilter=ge,e.OutlineFilter=ye,e.PixelateFilter=Ce,e.RadialBlurFilter=ze,e.ReflectionFilter=Te,e.RGBSplitFilter=Pe,e.ShockwaveFilter=je,e.SimpleLightmapFilter=Ie,e.TiltShiftFilter=We,e.TiltShiftAxisFilter=Xe,e.TiltShiftXFilter=qe,e.TiltShiftYFilter=Ne,e.TwistFilter=Ye,e.ZoomBlurFilter=Ze,e}({},PIXI);Object.assign(PIXI.filters,this?this.__filters:__filters); //# sourceMappingURL=pixi-filters.js.map // Tsukimi-customized pixi-Godray Filter /*! * @pixi/filter-godray - v2.6.0 * Compiled Wed, 28 Feb 2018 22:04:57 UTC * * @pixi/filter-godray is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license */ !function(n,e){"object"==typeof exports&&"undefined"!=typeof module?e(exports,require("pixi.js")):"function"==typeof define&&define.amd?define(["exports","pixi.js"],e):e(n.__filters={},n.PIXI)}(this,function(n,e){"use strict";var t="attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n vTextureCoord = aTextureCoord;\n}",i="vec3 mod289(vec3 x)\n{\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\nvec4 mod289(vec4 x)\n{\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\nvec4 permute(vec4 x)\n{\n return mod289(((x * 34.0) + 1.0) * x);\n}\nvec4 taylorInvSqrt(vec4 r)\n{\n return 1.79284291400159 - 0.85373472095314 * r;\n}\nvec3 fade(vec3 t)\n{\n return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);\n}\n// Classic Perlin noise, periodic variant\nfloat pnoise(vec3 P, vec3 rep)\n{\n vec3 Pi0 = mod(floor(P), rep); // Integer part, modulo period\n vec3 Pi1 = mod(Pi0 + vec3(1.0), rep); // Integer part + 1, mod period\n Pi0 = mod289(Pi0);\n Pi1 = mod289(Pi1);\n vec3 Pf0 = fract(P); // Fractional part for interpolation\n vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0\n vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);\n vec4 iy = vec4(Pi0.yy, Pi1.yy);\n vec4 iz0 = Pi0.zzzz;\n vec4 iz1 = Pi1.zzzz;\n vec4 ixy = permute(permute(ix) + iy);\n vec4 ixy0 = permute(ixy + iz0);\n vec4 ixy1 = permute(ixy + iz1);\n vec4 gx0 = ixy0 * (1.0 / 7.0);\n vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;\n gx0 = fract(gx0);\n vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);\n vec4 sz0 = step(gz0, vec4(0.0));\n gx0 -= sz0 * (step(0.0, gx0) - 0.5);\n gy0 -= sz0 * (step(0.0, gy0) - 0.5);\n vec4 gx1 = ixy1 * (1.0 / 7.0);\n vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;\n gx1 = fract(gx1);\n vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);\n vec4 sz1 = step(gz1, vec4(0.0));\n gx1 -= sz1 * (step(0.0, gx1) - 0.5);\n gy1 -= sz1 * (step(0.0, gy1) - 0.5);\n vec3 g000 = vec3(gx0.x, gy0.x, gz0.x);\n vec3 g100 = vec3(gx0.y, gy0.y, gz0.y);\n vec3 g010 = vec3(gx0.z, gy0.z, gz0.z);\n vec3 g110 = vec3(gx0.w, gy0.w, gz0.w);\n vec3 g001 = vec3(gx1.x, gy1.x, gz1.x);\n vec3 g101 = vec3(gx1.y, gy1.y, gz1.y);\n vec3 g011 = vec3(gx1.z, gy1.z, gz1.z);\n vec3 g111 = vec3(gx1.w, gy1.w, gz1.w);\n vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));\n g000 *= norm0.x;\n g010 *= norm0.y;\n g100 *= norm0.z;\n g110 *= norm0.w;\n vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));\n g001 *= norm1.x;\n g011 *= norm1.y;\n g101 *= norm1.z;\n g111 *= norm1.w;\n float n000 = dot(g000, Pf0);\n float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));\n float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));\n float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));\n float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));\n float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));\n float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));\n float n111 = dot(g111, Pf1);\n vec3 fade_xyz = fade(Pf0);\n vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);\n vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);\n float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);\n return 2.2 * n_xyz;\n}\nfloat turb(vec3 P, vec3 rep, float lacunarity, float gain)\n{\n float sum = 0.0;\n float sc = 1.0;\n float totalgain = 1.0;\n for (float i = 0.0; i < 6.0; i++)\n {\n sum += totalgain * pnoise(P * sc, rep);\n sc *= lacunarity;\n totalgain *= gain;\n }\n return abs(sum);\n}\n",o="varying vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform vec4 filterArea;\nuniform vec2 dimensions;\n\nuniform vec2 light;\nuniform bool parallel;\nuniform float aspect;\n\nuniform float gain;\nuniform float lacunarity;\nuniform float time;\nuniform float strength;\n\n${perlin}\n\nvoid main(void) {\n vec2 coord = vTextureCoord * filterArea.xy / dimensions.xy;\n\n float d;\n\n if (parallel) {\n float _cos = light.x;\n float _sin = light.y;\n d = (_cos * coord.x) + (_sin * coord.y * aspect);\n } else {\n float dx = coord.x - light.x / dimensions.x;\n float dy = (coord.y - light.y / dimensions.y) * aspect;\n float dis = sqrt(dx * dx + dy * dy) + 0.00001;\n d = dy / dis;\n }\n\n vec3 dir = vec3(d, d, 0.0);\n\n float noise = turb(dir + vec3(time, 0.0, 62.1 + time) * 0.05, vec3(480.0, 320.0, 480.0), lacunarity, gain);\n noise = mix(noise, 0.0, 0.3);\n //fade vertically.\n vec4 mist = vec4(noise, noise, noise, 0.0) * (1.0 - coord.y);\n vec4 fragColor = texture2D(uSampler, vTextureCoord);\n gl_FragColor = fragColor + mist * strength * fragColor.a;\n}\n",r=function(n){function r(r){n.call(this,t,o.replace("${perlin}",i)),this.uniforms.dimensions=new Float32Array(2),"number"==typeof r&&(console.warn("GodrayFilter now uses options instead of (angle, gain, lacunarity, time, strength)"),r={angle:r},void 0!==arguments[1]&&(r.gain=arguments[1]),void 0!==arguments[2]&&(r.lacunarity=arguments[2]),void 0!==arguments[3]&&(r.time=arguments[3]),void 0!==arguments[4]&&(r.strength=arguments[4])),r=Object.assign({angle:30,gain:.5,lacunarity:2.5,time:0,parallel:!0,center:[0,0],strength:1},r),this._angleLight=new e.Point,this.angle=r.angle,this.gain=r.gain,this.lacunarity=r.lacunarity,this.parallel=r.parallel,this.center=r.center,this.time=r.time,this.strength=r.strength}n&&(r.__proto__=n),r.prototype=Object.create(n&&n.prototype),r.prototype.constructor=r;var a={angle:{configurable:!0},gain:{configurable:!0},lacunarity:{configurable:!0},strength:{configurable:!0}};return r.prototype.apply=function(n,e,t,i){var o=e.sourceFrame,r=o.width,a=o.height;this.uniforms.light=this.parallel?this._angleLight:this.center,this.uniforms.parallel=this.parallel,this.uniforms.dimensions[0]=r,this.uniforms.dimensions[1]=a,this.uniforms.aspect=a/r,this.uniforms.time=this.time,n.applyFilter(this,e,t,i)},a.angle.get=function(){return this._angle},a.angle.set=function(n){this._angle=n;var t=n*e.DEG_TO_RAD;this._angleLight.x=Math.cos(t),this._angleLight.y=Math.sin(t)},a.gain.get=function(){return this.uniforms.gain},a.gain.set=function(n){this.uniforms.gain=n},a.lacunarity.get=function(){return this.uniforms.lacunarity},a.lacunarity.set=function(n){this.uniforms.lacunarity=n},a.strength.get=function(){return this.uniforms.strength},a.strength.set=function(n){this.uniforms.strength=n},Object.defineProperties(r.prototype,a),r}(e.Filter);n.GodrayFilter=r,Object.defineProperty(n,"__esModule",{value:!0})}),Object.assign(PIXI.filters,this.__filters); //# sourceMappingURL=filter-godray.js.map var _FNMap = {}; _FNMap["bulgepinch"] = PIXI.filters.BulgePinchFilter; _FNMap["radialblur"] = PIXI.filters.RadialBlurFilter; _FNMap["godray"] = PIXI.filters.GodrayFilter; _FNMap["ascii"] = PIXI.filters.AsciiFilter; _FNMap["crosshatch"] = PIXI.filters.CrossHatchFilter; _FNMap["dot"] = PIXI.filters.DotFilter; _FNMap["emboss"] = PIXI.filters.EmbossFilter; _FNMap["shockwave"] = PIXI.filters.ShockwaveFilter; _FNMap["twist"] = PIXI.filters.TwistFilter; _FNMap["zoomblur"] = PIXI.filters.ZoomBlurFilter; _FNMap["noise"] = PIXI.filters.NoiseFilter; _FNMap["blur"] = PIXI.filters.KawaseBlurFilter; // -> KawaseBlur: fast! _FNMap["oldfilm"] = PIXI.filters.OldFilmFilter; _FNMap["rgbsplit"] = PIXI.filters.RGBSplitFilter; _FNMap["bloom"] = PIXI.filters.AdvancedBloomFilter; _FNMap["godray-np"] = PIXI.filters.GodrayFilter; _FNMap["adjustment"] = PIXI.filters.AdjustmentFilter; _FNMap["pixelate"] = PIXI.filters.PixelateFilter; _FNMap["crt"] = PIXI.filters.CRTFilter; _FNMap["reflection-m"] = PIXI.filters.ReflectionFilter; _FNMap["reflection-w"] = PIXI.filters.ReflectionFilter; _FNMap["motionblur"] = PIXI.filters.MotionBlurFilter; _FNMap["glow"] = PIXI.filters.GlowFilter; _FNMap["displacement"] = PIXI.filters.DisplacementFilter; _FNMap["bevel"] = PIXI.filters.BevelFilter; _FNMap["tiltshift"] = PIXI.filters.TiltShiftFilter; _FNMap["glitch"] = PIXI.filters.GlitchFilter; Filter_Controller.filterNameMap = _FNMap;