//============================================================================= // FilterControllerMZ.js // ---------------------------------------------------------------------------- // Copyright (c) 2020 Tsukimi. All rights reserved. // // This work is licensed under the terms of the MIT license. // For a copy, see . // ---------------------------------------------------------------------------- // Version // 1.1.0 2020/09/05 add new filter-target "ExcludeSpecificChar/Picture" // functionality: variables and random assignment to target-id // 0.9.1 2020/08/30 Fix some small bugs // 0.9.0 2020/08/25 FilterController MZ version //============================================================================= /*:ja * @target MZ * * @plugindesc FilterControllerMZ * @author Tsukimi * * @param decimalVariable * @text 変数に小数点が使えるようにする * @desc ONにすると、変数に小数点が使えるようになる。 * 小数点は四桁以下四捨五入。 * @type boolean * @default true * * @param displacementImage * @text Displacement画像名 * @desc 画像サイズを 2 のべき乗にして、img/pictures/ に入れてください。(512x512, 1024x1024など) * @type file * @dir img/pictures/ * @default DisplacementMap * * @param enabledAll-Settings * @text 全体非表示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 「フィルター全体非表示」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 false * * @param enabledAll-Text * @text オプションメニュー文言 * @parent enabledAll-Settings * @desc ゲーム内オプションでのフィルター全体非表示ON/OFFの文言 * @default フィルター効果 * * @param enabledAll-DefaultValue * @text 全体非表示の初期値 * @parent enabledAll-Settings * @desc フィルター全体非表示の初期値 * @type boolean * @on 全体表示 * @off 全体非表示 * @default true * * @help * 画面エフェクトの詰め合わせ * 作者:ツキミ * 説明: *  pixi内蔵の画面エフェクトをコントロールしやすくするためのプラグインです。 * * エフェクト適用対象(コピペ用) * ────────────────── * 全画面         :FullScreen * 全画面(ウィンドウ含む):FullScreenWithWindow * タイル&全キャラ    :TileAndChars * タイル&全キャラ&背景 :TileAndCharsAndParallax * タイル         :Tile * タイル&背景      :TileAndParallax * 背景          :Parallax * 全キャラ        :Chars * 特定キャラ(id)    :SepcificChar * 特定キャラ以外(id)  :ExcludeSepcificChar * 全ピクチャ       :Pictures * 特定ピクチャ(id)   :SpecificPicture * 特定ピクチャ以外(id) :ExcludeSpecificPicture * * * プラグインコマンド一覧 * ────────────────── * ▶ フィルター作成 * ▶ フィルター削除 * ▶ フィルター非表示 * ▶ フィルターパラメータ設定 * ▶ フィルターパラメータ移動 * ▶ フィルターパラメータ連続移動 * ▶ フィルターパラメータ連続移動クリア * ▶ フィルター移動後自動削除 * ▶ フィルター更新速度設定 * ▶ 全フィルター削除 * ▶ フィルター全体非表示設定 * * 各フィルターパラメータや適用対象設定には数値以外、 * 変数代入やランダムもできます。 *  v1 :変数1を代入 *  r0.5~1.5:0.5と1.5の間にランダム *  r0.5~v1 :0.5と変数1の間にランダム *  rv1~v2 :変数1と変数2の間にランダム * * * マップタグ、イベントタグ * ────────────────── * マップ進入時に自動的にフィルターを作成するタグ設定。 * ここで設定されたフィルターはマップを出ると削除される。 * マップ・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(screen)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。 *  適用対象は上記の英字をコピペして使ってください。 * * 例: * * * * * - setFilterと同じ。 * 上ので作ったフィルターを設定する時に使う。 * * 例: *   * * * * - setFilterSpeedと同じ。 * 上ので作ったフィルターを設定する時に使う。 * * 例: *   * * * * * @command createFilter * @text フィルター作成 * @desc フィルターを作成するコマンド * * @arg filterId * @text フィルター識別名 * @desc 好きに付ける識別名。作成したフィルターを調整・削除する時に使う * * @arg filterType * @text エフェクト種類 * @desc フィルターエフェクトの種類 * @type select * * @option adjustment * @option ascii * @option bevel * @option bloom * @option blur * @option bulgepinch * @option crosshatch * @option crt * @option displacement * @option dot * @option emboss * @option glitch * @option glow * @option godray * @option godray-np * @option motionblur * @option noise * @option oldfilm * @option pixelate * @option radialblur * @option reflection-m * @option reflection-w * @option rgbsplit * @option shockwave * @option tiltshift * @option twist * @option zoomblur * * @arg filterTarget * @text 適用対象 * @desc フィルターの適用対象。 * @type select * * @option 全画面 * @value FullScreen * @option 全画面(ウィンドウ含む) * @value FullScreenWithWindow * @option タイル&全キャラ * @value TileAndChars * @option タイル&全キャラ&背景 * @value TileAndCharsAndParallax * @option タイル * @value Tile * @option タイル&背景 * @value TileAndParallax * @option 背景 * @value Parallax * @option 全キャラ * @value Chars * @option 特定キャラ(id) * @value SepcificChar * @option 特定キャラ以外(id) * @value ExcludeSepcificChar * @option 全ピクチャ * @value Pictures * @option 特定ピクチャ(id) * @value SpecificPicture * @option 特定ピクチャ以外(id) * @value ExcludeSpecificPicture * * @arg targetIds * @text 適用対象id * @desc 適用対象が特定のイベント / ピクチャの時のid番号。(複数可) * それ以外は空欄のままにしてください * @type string[] * @default [] * * @arg positionReferenceTargetId * @text 位置参照対象 * @desc 位置参照(追従)。 空欄=画面。数字=イベント(>0)、このイベント(=0)、自キャラ(<0)。screen=画面(このマップのみ) * * * * @command eraseFilter * @text フィルター削除 * @desc フィルターを削除するコマンド * * @arg filterId * @text フィルター識別名 * @desc フィルターの名前 * * * @command enableFilter * @text フィルター非表示 * @desc フィルターを非表示/再度表示するコマンド * * @arg filterId * @text フィルター識別名 * @desc 非表示にするフィルターの名前 * * @arg activeness * @text 表示状態 * @type boolean * @on 表示 * @off 非表示 * @default false * * * @command setFilter * @text フィルターパラメータ設定 * @desc フィルターのパラメータを設定するコマンド * * @arg filterId * @text フィルター識別名 * @desc フィルターの名前 * * @arg filterParameters * @text フィルターパラメータ * @desc フィルターのパラメータ * @type string[] * @default [] * * * @command moveFilter * @text フィルターパラメータ移動 * @desc パラメータのアニメーションを設定する * * @arg filterId * @text フィルター識別名 * @desc フィルターの名前 * * @arg filterParameters * @text フィルターパラメータ * @desc フィルターのパラメータ * @type string[] * @default [] * * @arg duration * @text 時間 * @desc アニメーションの時間 * @type string * @default 1 * * * @command moveFilterQ * @text フィルターパラメータ連続移動 * @desc パラメータの一連のアニメーションを設定する。Q = キュー * * @arg filterId * @text フィルター識別名 * @desc フィルターの名前 * * @arg filterParameters * @text フィルターパラメータ * @desc フィルターのパラメータ * @type string[] * @default [] * * @arg duration * @text 時間 * @desc アニメーションの時間 * @type string * @default 1 * * @command clearMoveFilterQ * @text フィルターパラメータ連続移動クリア * @desc 設定されたパラメータの一連のアニメーションをクリアする * * @arg filterId * @text フィルター識別名 * @desc フィルターの名前 * * * @command eraseFilterAfterMove * @text フィルター移動後自動削除 * @desc アニメーション終了後自動削除する * * @arg filterId * @text フィルター識別名 * @desc フィルターの名前 * * * @command setFilterSpeed * @text フィルター更新速度設定 * @desc 更新速度を設定する(一部アニメーションのあるフィルター向け) * * @arg filterId * @text フィルター識別名 * @desc フィルターの名前 * * @arg filterSpeed * @text 速度 * @desc アニメーションの速度 * * @command eraseAllFilter * @text 全フィルター削除 * @desc 全部のフィルターを削除するコマンド * * @command ---------------- * @desc ----- * * @command globalEnableFilter * @text フィルター全体非表示 * @desc フィルター全体を表示/非表示するコマンド。個別の非表示状態とお互い干渉しません。 * * @arg activeness * @text 表示状態 * @type boolean * @on 全体表示 * @off 全体非表示 * @default false */ /*: * @target MZ * * @plugindesc FilterControllerMZ * @author Tsukimi * * @param decimalVariable * @text Use Decimal in Variables * @desc allow decimal when using game variables or not. * precision to 3 decimal digits.(0.001) * @type boolean * @default true * * @param displacementImage * @text DisplacementMap image name * @desc name of displacement map image. Make the image Power of 2, * and put under img/pictures/ folder.(like 512x512, 1024x1024) * * @default DisplacementMap * * @param global-enable Settings * @text globally enable filter settings * * @param enabledAll-ShowInOptionMenu * @text Show in Option Menu * @parent enabledAll-Settings * @desc Show "Filter Effects Enabled" in Option Menu * @type boolean * @default false * * @param enabledAll-Text * @text In Option-Menu Text * @parent enabledAll-Settings * @desc text of global-enableness option in option menu * @default Filter Effects Enabled * * @param enabledAll-DefaultValue * @text default enableness * @parent enabledAll-Settings * @desc default value of global-enableness * @type boolean * @on enable * @off disable * @default true * * @help * *** pixi-filter Controller * Author: Tsukimi * This plugin is a controller, to control pixi-filters, * making fancy screen effects. * * effect targets (for copy&paste when writing tags) * ────────────────── * FullScreen * FullScreenWithWindow * TileAndChars * TileAndCharsAndParallax * Tile * TileAndParallax * Parallax * Chars * SepcificChar * ExcludeSepcificChar * Pictures * SpecificPicture * ExcludeSpecificPicture * * * all plugin commands * ────────────────── * ▶ createFilter * ▶ eraseFilter * ▶ enableFilter * ▶ setFilter (setting filter parameters) * ▶ moveFilter (same) * ▶ moveFilterQueue * ▶ clearMoveFilterQueue * ▶ eraseFilterAfterMove * ▶ setFilterSpeed * ▶ eraseAllFilter * ▶ globalEnableFilter * * Besides numbers, you can also set parameter/target-id * by variable or random between two numbers. *  v1 :set as variable#1 *  r0.5~1.5 :random between 0.5 and 1.5 *  r0.5~v1 :random between 0.5 and variable#1 *  rv1~v2  :random between variable #1 and #2 * * * *** 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: *     *     * * * * * @command createFilter * @desc command to create filter. * * @arg filterId * @desc the name when adjusting and erasing filters. choose a good name! * * @arg filterType * @desc the type of filter. * @type select * * @option adjustment * @option ascii * @option bevel * @option bloom * @option blur * @option bulgepinch * @option crosshatch * @option crt * @option displacement * @option dot * @option emboss * @option glitch * @option glow * @option godray * @option godray-np * @option motionblur * @option noise * @option oldfilm * @option pixelate * @option radialblur * @option reflection-m * @option reflection-w * @option rgbsplit * @option shockwave * @option tiltshift * @option twist * @option zoomblur * * @arg filterTarget * @desc the target(s) the filter is applied to. * @type select * * @option FullScreen * @value FullScreen * @option FullScreenWithWindow * @value FullScreenWithWindow * @option TileAndChars * @value TileAndChars * @option TileAndCharsAndParallax * @value TileAndCharsAndParallax * @option Tile * @value Tile * @option TileAndParallax * @value TileAndParallax * @option Parallax * @value Parallax * @option Chars * @value Chars * @option SepcificChar * @value SepcificChar * @option ExcludeSepcificChar * @value ExcludeSepcificChar * @option Pictures * @value Pictures * @option SpecificPicture * @value SpecificPicture * @option ExcludeSpecificPicture * @value ExcludeSpecificPicture * * @arg targetIds * @desc when choosed "SpecificChar/Picture", specify the event/picture(s) id here. (multiple OK) * @type string[] * @default [] * * @arg positionReferenceTargetId * @text Position Reference Target Id * @desc position reference. (blank):screen -1:player 0:this event 1~:event#id screen:screen (this map only) * * * * @command eraseFilter * @desc command to erase a filter. * * @arg filterId * @desc the filter id you choosed. * * * @command enableFilter * @desc enable/disable filter renderring. * * @arg filterId * @desc the filter id you choosed. * * @arg activeness * @type boolean * @on enabled * @off disabled * @default false * * * @command setFilter * @desc set filter's parameter * * @arg filterId * @desc the filter id you choosed. * * @arg filterParameters * @desc the filter parameters. * @type string[] * @default [] * * * @command moveFilter * @desc set filter's parameter movement. * * @arg filterId * @desc the filter id you choosed. * * @arg filterParameters * @desc the filter parameters. * @type string[] * @default [] * * @arg duration * @desc movement duration. * @type string * @default 1 * * * @command moveFilterQ * @text moveFilterQueue * @desc Set a sequence of parameter-movement. Q = Queue * * @arg filterId * @desc the filter id you choosed. * * @arg filterParameters * @desc the filter parameters. * @type string[] * @default [] * * @arg duration * @desc movement duration. * @type string * @default 1 * * @command clearMoveFilterQ * @desc clear the movement queue. * * @arg filterId * @desc the filter id you choosed. * * * @command eraseFilterAfterMove * @desc when set, will auto erase filter after all movement is done. * * @arg filterId * @desc the filter id you choosed. * * * @command setFilterSpeed * @desc set the animation speed.(only works for filter with animations) * * @arg filterId * @desc the filter id you choosed. * * @arg filterSpeed * @desc animation speed * * @command eraseAllFilter * @desc erase all filter. * * @command ---------------- * @desc ----- * * @command globalEnableFilter * @desc set the global enableness of filters. Note this won't overwrite each filter's own enableness. * * @arg activeness * @type boolean * @on enabled * @off disabled * @default false */ //============================================================================= // Filter_Controller // // The Controller class for a filter. //============================================================================= function Filter_Controller() { this.initialize.apply(this, arguments); } (function () { "use strict"; //======================= // Plugin parameter reading //======================= const pluginName = "FilterControllerMZ"; const getParamString = function (paramNames) { if (!Array.isArray(paramNames)) paramNames = [paramNames]; for (let i = 0; i < paramNames.length; i++) { const name = PluginManager.parameters(pluginName)[paramNames[i]]; if (name) return name; } return null; }; const getParamBoolean = function (paramNames) { const value = getParamString(paramNames); return (value || "").toUpperCase() === "TRUE"; }; if (getParamBoolean("decimalVariable")) { const _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); } }; } let TKMDisplacementMap = getParamString("displacementImage") || ""; //======================= // PluginManager // プラグインコマンドを追加定義します。 //======================= PluginManager.registerCommand(pluginName, "createFilter", function (args) { const filterId = String(args.filterId); const filterType = String(args.filterType); const filterTarget = args.filterTarget; const filterTargetIds = parseTargetIdArray(args.targetIds, this); const posRefTargetId = parseFilterPosRefId( args.positionReferenceTargetId, this ); $gameMap.createFilter( filterId, filterType, filterTarget, filterTargetIds, posRefTargetId ); }); const parseTargetIdArray = function (idTextArrayText, interpreter) { if (idTextArrayText == "" || idTextArrayText == null) return null; const idTextArray = JSON.parse(idTextArrayText), targetIdArray = []; for (let i = 0; i < idTextArray.length; i++) { const num = parseNumberOrDefault(idTextArray[i], true); const id = parseTargetId(num, interpreter); if (id != null) { targetIdArray.push(id); } } return targetIdArray; }; const parseTargetId = function (idText, interpreter) { if (idText === "" || idText == null) return null; let id = Number(idText); if (isNaN(id)) return null; if (id != 0) return id; // id=0: map_this-event / battle_subject if (!$gameParty.inBattle()) return interpreter._eventId || 0; let 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++; } /* if (subject.isActor()) { id = subject.actorId(); } else { id = (subject.index()); } */ } return index; }; const parseFilterPosRefId = function (text, interpreter) { if (text === "") return null; if (text === "screen") return 0; // 0 = filter-on-screen const num = parseNumberOrDefault(text, true); return parseTargetId(num, interpreter); }; PluginManager.registerCommand(pluginName, "setFilter", (args) => { const filterId = String(args.filterId); const filterParams = parseFilterParams(JSON.parse(args.filterParameters)); $gameMap.setFilter(filterId, filterParams); }); PluginManager.registerCommand(pluginName, "enableFilter", (args) => { const filterId = String(args.filterId); const activeness = parseBoolean(args.activeness); $gameMap.enableFilter(filterId, activeness); }); PluginManager.registerCommand(pluginName, "moveFilter", (args) => { const filterId = String(args.filterId); const filterParams = parseFilterParams(JSON.parse(args.filterParameters)); const duration = parseNumberOrDefault(args.duration, true) || 1; $gameMap.moveFilter(filterId, filterParams, duration); }); PluginManager.registerCommand(pluginName, "moveFilterQ", (args) => { const filterId = String(args.filterId); const filterParams = parseFilterParams(JSON.parse(args.filterParameters)); const duration = parseNumberOrDefault(args.duration, true) || 1; $gameMap.moveFilterQueue(filterId, filterParams, duration); }); PluginManager.registerCommand(pluginName, "clearMoveFilterQ", (args) => { const filterId = String(args.filterId); $gameMap.clearMoveFilterQueue(filterId); }); PluginManager.registerCommand(pluginName, "eraseFilter", (args) => { const filterId = String(args.filterId); $gameMap.eraseFilter(filterId); }); PluginManager.registerCommand(pluginName, "eraseFilterAfterMove", (args) => { const filterId = String(args.filterId); $gameMap.eraseFilterAfterMove(filterId); }); PluginManager.registerCommand(pluginName, "setFilterSpeed", (args) => { const filterId = String(args.filterId); const filterSpeed = parseNumberOrDefault(args.filterSpeed) || 0; $gameMap.setFilterAddiTime(filterId, filterSpeed); }); PluginManager.registerCommand(pluginName, "eraseAllFilter", (args) => { $gameMap.eraseAllFilter(); }); PluginManager.registerCommand(pluginName, "globalEnableFilter", (args) => { const activeness = parseBoolean(args.activeness); Filter_Controller.enabledAll = activeness; // ConfigManager will save Filter_Controller.enabledAll ConfigManager.save(); }); // string -> number / undefined function parseNumberOrDefault(string, isInteger) { if (string == null || string === "" || string === "x") return null; isInteger = !!isInteger; string = string.replace(" ", ""); if (string[0] === "v") { const varId = Number(string.slice(1)) || 0; const num = $gameVariables.value(varId); if (isNaN(num) || num == null) return null; if (isInteger) return Math.round(num); else return num; } if (string[0] === "r") { let numPair = string.slice(1).split("~"); // typo saving if (numPair.length < 2) numPair = string.slice(1).split("-"); let min = parseNumberOrDefault(numPair[0]) || 0, max = parseNumberOrDefault(numPair[1]) || 0; if (min > max) { let temp = min; min = max; max = temp; } if (isInteger) return Math.floor(Math.random() * (max + 1 - min) + min); else return Math.random() * (max - min) + min; } const num = Number(string); if (isNaN(num) || num == null) return null; if (isInteger) return Math.round(num); return num; } function parseBoolean(string) { return (string || "").toUpperCase() === "TRUE"; } // resultArray:parameters // undefined parts are unused parts function parseFilterParams(array) { let resultArray = []; for (let i = 0; i < array.length; i++) { resultArray.push(parseNumberOrDefault(array[i])); } return resultArray; } //======================= // Filter_Controller // The Controller class for a filter. //======================= // Filter_Controller static parameters defenition // ------------ Filter_Controller.targetType = {}; Filter_Controller.targetType["None"] = "None"; Filter_Controller.targetType["FullScreen"] = "FullScreen"; Filter_Controller.targetType["FullScreenWithWindow"] = "FullScreenWithWindow"; Filter_Controller.targetType["TileAndChars"] = "TileAndChars"; Filter_Controller.targetType["TileAndCharsAndParallax"] = "TileAndCharsAndParallax"; Filter_Controller.targetType["Tile"] = "Tile"; Filter_Controller.targetType["TileAndParallax"] = "TileAndParallax"; Filter_Controller.targetType["Parallax"] = "Parallax"; Filter_Controller.targetType["Chars"] = "Chars"; Filter_Controller.targetType["SepcificChar"] = "SepcificChar"; Filter_Controller.targetType["ExcludeSepcificChar"] = "ExcludeSepcificChar"; Filter_Controller.targetType["Pictures"] = "Pictures"; Filter_Controller.targetType["SpecificPicture"] = "SpecificPicture"; Filter_Controller.targetType["ExcludeSpecificPicture"] = "ExcludeSpecificPicture"; Filter_Controller.filterSpecialInit = {}; const _FSInit = Filter_Controller.filterSpecialInit; _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 = 7; }; Filter_Controller.defaultFilterParam = {}; const _defaultParam = Filter_Controller.defaultFilterParam; _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]; // 後に設定する Filter_Controller.updateFilterHandler = {}; Filter_Controller.filterNameMap = {}; Filter_Controller.enabledAll = getParamBoolean("enabledAll-DefaultValue"); Filter_Controller.targetGetter = {}; // Filter_Controller instance functions definition // **************************************************** Filter_Controller.prototype.initialize = function ( filterName, id, targetType, targetIds, posRefCharId, mapId ) { this.initBasic(id, targetType, targetIds, posRefCharId, mapId); this.initFilterParam(filterName); this.resetTarget(); }; Filter_Controller.prototype.initBasic = function ( id, targetType, targetIds, posRefCharId, mapId ) { this._filterType = ""; this._erase = false; this._eraseAfterMove = false; this._moveQueue = []; this._time = 0; this._addiTime = 0; this._id = id; this._targetType = targetType; if (Filter_Controller.targetType[this._targetType] == null) { this._targetType = Filter_Controller.targetType.None; } this._targetIds = targetIds; this._posRefCharId = posRefCharId; this._posRefCharMapId = mapId; this.currentParams = null; this.targetParams = null; this.enabled = true; }; Filter_Controller.prototype.initFilterParam = function (filterName) { this._filterType = filterName.toLowerCase(); let 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.resetTarget = function () { this.targetParams = this.currentParams.slice(); // fast array copy this._duration = 0; }; Filter_Controller.prototype.createFilter = function () { let filter = null; let filterClass = Filter_Controller.filterNameMap[this._filterType]; if (typeof filterClass === "function") { if (filterClass === PIXI.filters.DisplacementFilter) filter = this.createDisplacement(); else filter = new filterClass(); filter._controller = this; } // special settings for filter let spInit = Filter_Controller.filterSpecialInit[this._filterType]; if (!!spInit) { spInit.call(this, filter); } return filter; }; Filter_Controller.prototype.createDisplacement = function () { if (!SceneManager._scene._TKMDisplacementMap) { SceneManager._scene._TKMDisplacementMap = new Sprite( ImageManager.loadPicture(TKMDisplacementMap) ); SceneManager._scene.addChild(SceneManager._scene._TKMDisplacementMap); } const f = new PIXI.filters.DisplacementFilter( SceneManager._scene._TKMDisplacementMap ); return f; }; Filter_Controller.prototype.update = function () { this.updateMove(); this.checkErase(); }; Filter_Controller.prototype.updateMove = function () { if (this._duration <= 0) { if (this._moveQueue.length > 0) { let targetData = this._moveQueue.shift(); this.move(targetData[0], targetData[1]); } else if (this._eraseAfterMove) this.erase(); } if (this._duration > 0) { let d = this._duration, cp = this.currentParams, tp = this.targetParams; for (let 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._posRefCharId === "number") { if (this._posRefCharMapId >= 0 && !this.isOnCurrentMap()) { // don't auto-erase filters on player if (this._posRefCharId >= 0) this.erase(); } else if (!this._posRefCharMapId && !$gameParty.inBattle()) { this.erase(); } } }; //======================= // updateFilter_Handler // function handler of updating actual filter object. cp=current parameter //======================= const _updateFilterHandler = Filter_Controller.updateFilterHandler; _updateFilterHandler["bulgepinch"] = function (filter, cp) { const 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]; filter.padding = Math.min(Graphics.height * 0.5, cp[2]) * 0.5; }; _updateFilterHandler["radialblur"] = function (filter, cp) { const 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["godray"] = function (filter, cp) { filter.angle = cp[0]; filter.gain = cp[1]; filter.lacunarity = cp[2]; filter.strength = cp[3]; filter.time = this._time; }; _updateFilterHandler["ascii"] = function (filter, cp) { filter.size = cp[0]; }; _updateFilterHandler["crosshatch"] = function (filter, cp) {}; _updateFilterHandler["dot"] = function (filter, cp) { filter.angle = cp[0]; filter.scale = cp[1]; }; _updateFilterHandler["emboss"] = function (filter, cp) { filter.strength = cp[0]; }; _updateFilterHandler["shockwave"] = function (filter, cp) { const 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["twist"] = function (filter, cp) { const loc = this.getCharLoc(); filter.offset = new Float32Array([loc[0] + cp[0], loc[1] + cp[1]]); filter.radius = cp[2]; filter.angle = cp[3]; }; _updateFilterHandler["zoomblur"] = function (filter, cp) { const loc = this.getCharLoc(); filter.center = [loc[0] + cp[0], loc[1] + cp[1]]; filter.innerRadius = cp[2]; filter.strength = cp[3]; }; _updateFilterHandler["noise"] = function (filter, cp) { filter.noise = cp[0]; if (this._time > 1) { filter.seed = Math.random() * 3; this._time = 0; } }; _updateFilterHandler["blur"] = function (filter, cp) { filter.blur = cp[0]; }; _updateFilterHandler["oldfilm"] = 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["rgbsplit"] = function (filter, cp) { let 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["bloom"] = function (filter, cp) { filter.blur = cp[0]; filter.bloomScale = cp[1]; filter.threshold = cp[2]; filter.brightness = cp[3]; }; _updateFilterHandler["godray-np"] = function (filter, cp) { const loc = this.getCharLoc(); (filter.center = new Point(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["adjustment"] = 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["pixelate"] = function (filter, cp) { filter.size = [cp[0], cp[1]]; }; _updateFilterHandler["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; }; const ref = function (filter, cp) { const 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; _updateFilterHandler["motionblur"] = function (filter, cp) { filter.velocity = [cp[0], cp[1]]; }; _updateFilterHandler["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["displacement"] = 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["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), ]; }; //======================= // updateFilter_Handler // END!! //======================= Filter_Controller.prototype.updateFilter = function (filter) { filter.enabled = Filter_Controller.enabledAll && this.enabled; const handler = Filter_Controller.updateFilterHandler[this._filterType]; if (typeof handler !== "function") return; handler.apply(this, [filter, this.currentParams]); }; Filter_Controller.prototype.set = function (target) { this.clearMoveQueue(); let cp = this.currentParams; for (let i = 0; i < cp.length; i++) { cp[i] = typeof target[i] === "number" ? target[i] : cp[i]; } this.resetTarget(); }; Filter_Controller.prototype.enable = function (enabled) { this.enabled = enabled; }; Filter_Controller.prototype.move = function (target, duration) { this.resetTarget(); let tp = this.targetParams; for (let 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.isErased = function () { return this._erase; }; Filter_Controller.prototype.eraseAfterMove = function () { this._eraseAfterMove = true; }; Filter_Controller.prototype.isOnCurrentMap = function () { return this._posRefCharMapId === $gameMap.mapId(); }; Filter_Controller.prototype.isMapEventOnly = function () { return !!this._posRefCharId && !!this._posRefCharMapId; }; Filter_Controller.prototype.isBattleOnly = function () { return !!this._posRefCharId && !this._posRefCharMapId; }; Filter_Controller.prototype.setAddiTime = function (time) { this._addiTime = time || 0; }; Filter_Controller.prototype.getCharLoc = function () { if (!this._posRefCharId) return [0, 0]; // no specified character if (!!this._posRefCharMapId) { // search event screen Loc if (this._posRefCharId < 0) return [$gamePlayer.screenX(), $gamePlayer.screenY()]; else { let char = $gameMap.event(this._posRefCharId); if (char) return [char.screenX(), char.screenY()]; } } else { // search Battler screen X if (!$gameParty.inBattle()) return [0, 0]; let char; if (this._posRefCharId < 0) char = BattleManager._spriteset._enemySprites[-this._posRefCharId - 1]; else char = BattleManager._spriteset._actorSprites[this._posRefCharId - 1]; if (char) return [char.x, char.y]; } return [0, 0]; }; //======================= // Game_Map // filter creating. //======================= const _Game_Map_initialize = Game_Map.prototype.initialize; Game_Map.prototype.initialize = function () { _Game_Map_initialize.apply(this, arguments); this._filterConArr = []; }; Game_Map.prototype.createFilter = function ( id, filter, targetType, targetIds, posRefTargetId ) { const lastFilterIndex = this._filterConArr.findIndex((fc) => fc._id == id); if (lastFilterIndex >= 0) { this._filterConArr[lastFilterIndex].erase(); this._filterConArr.splice(lastFilterIndex, 1); } let mapId = typeof posRefTargetId === "number" && !$gameParty.inBattle() ? this.mapId() : null; const fc = new Filter_Controller( filter, id, targetType, targetIds, posRefTargetId, mapId ); this._filterConArr.push(fc); }; // this is called by $gameScreen!!! // this is called by $gameScreen!!! (second time) Game_Map.prototype.updateFilterConArr = function () { this._filterConArr = this._filterConArr.filter((FC) => !FC.isErased()); this._filterConArr.forEach(function (FC) { if (FC.isMapEventOnly() && $gameParty.inBattle()) return; FC.update(); }); }; Game_Map.prototype.getFilterController = function (id) { return this._filterConArr.find((fc) => fc._id == id); }; Game_Map.prototype.setFilter = function (id, target) { const filterController = this.getFilterController(id); if (filterController) { filterController.set(target || []); return true; } return false; }; Game_Map.prototype.enableFilter = function (id, enabled) { const filterController = this.getFilterController(id); if (filterController) { filterController.enable(enabled); return true; } return false; }; Game_Map.prototype.moveFilter = function (id, target, d) { const filterController = this.getFilterController(id); if (filterController) { filterController.clearMoveQueue(); filterController.move(target || [], d || 1); return true; } return false; }; Game_Map.prototype.moveFilterQueue = function (id, target, d) { const filterController = this.getFilterController(id); if (filterController) { filterController.moveQueue(target || [], d || 1); return true; } return false; }; Game_Map.prototype.clearMoveFilterQueue = function (id) { const filterController = this.getFilterController(id); if (filterController) { filterController.clearMoveQueue(); return true; } return false; }; Game_Map.prototype.eraseFilter = function (id) { const filterController = this.getFilterController(id); if (filterController) { filterController.erase(); return true; } return false; }; Game_Map.prototype.eraseFilterAfterMove = function (id) { const filterController = this.getFilterController(id); if (filterController) { filterController.eraseAfterMove(); return true; } return false; }; Game_Map.prototype.setFilterAddiTime = function (id, time) { const filterController = this.getFilterController(id); if (filterController) { filterController.setAddiTime(time); return true; } return false; }; Game_Map.prototype.eraseAllFilter = function () { this._filterConArr.forEach((fc) => fc.erase()); return true; }; //======================= // Game_Screen //======================= const _Game_Screen_update = Game_Screen.prototype.update; Game_Screen.prototype.update = function (sceneActive) { _Game_Screen_update.apply(this, arguments); $gameMap.updateFilterConArr(); }; //======================= // DataManager // 拡張するプロパティを定義します。 //--------------------------------------------------- // (C)2020 Triacontane // This software is released under the MIT License. // http://opensource.org/licenses/mit-license.php //======================= const _DataManager_extractMetadata = DataManager.extractMetadata; DataManager.extractMetadata = function (data) { _DataManager_extractMetadata.apply(this, arguments); this.extractMetadataArray(data); }; DataManager.extractMetadataArray = function (data) { const re = /<([^<>:]+)(:?)([^>]*)>/g; data.metaArray = {}; let match = true; while (match) { match = re.exec(data.note); if (match) { const metaName = match[1]; data.metaArray[metaName] = data.metaArray[metaName] || []; data.metaArray[metaName].push(match[2] === ":" ? match[3] : true); } } }; const _DataManager_correctDataErrors = DataManager.correctDataErrors; DataManager.correctDataErrors = function () { _DataManager_correctDataErrors.apply(this, arguments); // savedata compatibility if ($gameMap._filterConArr == null) { $gameMap._filterConArr = []; } }; //======================= // Game_Map // note-tag filter creating. //======================= const _Game_Map_setup = Game_Map.prototype.setup; Game_Map.prototype.setup = function (mapId) { _Game_Map_setup.apply(this, arguments); this.setupTKMFiltersFromNote(); }; Game_Map.prototype.setupTKMFiltersFromNote = function () { if ($dataMap.metaArray === undefined) return; let fArray = $dataMap.metaArray.Filter; if (!fArray) return; for (let i = 0; i < fArray.length; i++) { let f = fArray[i].split(","); let id = f[0]; let filterType = f[1]; let targetType = f[2].replace(" ", ""); let targetId = parseTargetId(f[3]); // var targetObj = parseInt(f[2]) || 0; let posRefTargetId = 0; this.createFilter(id, filterType, targetType, [targetId], posRefTargetId); } let fSetArray = $dataMap.metaArray.SetFilter; if (!fSetArray) return; for (let i = 0; i < fSetArray.length; i++) { let f = fSetArray[i].split(","); const id = f[0]; this.setFilter(id, parseFilterParams(f.slice(1))); } fSetArray = $dataMap.metaArray.SetFilterSpeed; if (!fSetArray) return; for (let i = 0; i < fSetArray.length; i++) { let f = fSetArray[i].split(","); const id = f[0], speed = Number(f[1]) || 0.01; const fc = this.getFilterController(id); if (fc) { this.setFilterAddiTime(id, speed); } } }; //======================= // Game_Event // note-tag filter creating. //======================= const _Game_Event_initialize = Game_Event.prototype.initialize; Game_Event.prototype.initialize = function (mapId, eventId) { _Game_Event_initialize.apply(this, arguments); this.setupTKMFiltersFromNote(); }; Game_Event.prototype.setupTKMFiltersFromNote = function () { if (this.event().metaArray === undefined) return; let fArray = this.event().metaArray.Filter; if (!fArray) return; for (let i = 0; i < fArray.length; i++) { let f = fArray[i].split(","); let id = f[0]; let filterType = f[1]; let targetType = f[2].replace(" ", ""); let targetId = parseTargetId(f[3]); //var targetObj = parseInt(f[2]) || 0; //if (targetObj === 4000) targetObj += this._eventId; let posRefTargetId = this._eventId; $gameMap.createFilter( id, filterType, targetType, [targetId], posRefTargetId ); } let fSetArray = this.event().metaArray.SetFilter; if (!fSetArray) return; for (let i = 0; i < fSetArray.length; i++) { let f = fSetArray[i].split(","); const id = f[0]; $gameMap.setFilter(id, parseFilterParams(f.slice(1))); } fSetArray = this.event().metaArray.SetFilterSpeed; if (!fSetArray) return; for (let i = 0; i < fSetArray.length; i++) { let f = fSetArray[i].split(","); const id = f[0], speed = Number(f[1]) || 0.01; const fc = $gameMap.getFilterController(id); if (fc) { $gameMap.setFilterAddiTime(id, speed); } } }; // 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 const extractSaveContents = DataManager.extractSaveContents; DataManager.extractSaveContents = function (contents) { extractSaveContents.call(this, contents); // 下方支援 if (contents._map_filterConArray) { let filterControllerArray = []; for (let i = 0; i < contents._map_filterConArray.length; i++) { filterControllerArray.push(contents._map_filterConArray[i][0]); } $gameMap._filterConArr = filterControllerArray; } }; //======================= // 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。 //======================= const _Scene_Base_initialize = Scene_Base.prototype.initialize; Scene_Base.prototype.initialize = function () { _Scene_Base_initialize.apply(this, arguments); this._TKMFilters = []; }; const _fullScreenTargetTypes = [ Filter_Controller.targetType.FullScreen, Filter_Controller.targetType.FullScreenWithWindow, Filter_Controller.targetType.TileAndChars, Filter_Controller.targetType.TileAndCharsAndParallax, Filter_Controller.targetType.Tile, Filter_Controller.targetType.TileAndParallax, Filter_Controller.targetType.Parallax, ]; Scene_Base.prototype.applyTKMFilterToTarget = function (filter) { const Type = Filter_Controller.targetType; let targetType = filter._controller._targetType; let targetIds = filter._controller._targetIds; let targets = this.getTKMFilterObj(targetType, targetIds); for (let i = 0; i < targets.length; i++) { const target = targets[i]; if (!target) continue; let arr = target.filters || []; arr.push(filter); target.filters = arr; // tilemap use special rendering; needs manual area setting if (_fullScreenTargetTypes.includes(targetType)) { const margin = 0; const width = Graphics.width + margin * 2; const height = Graphics.height + margin * 2; target.filterArea = new Rectangle(-margin, -margin, width, height); } } }; Scene_Base.prototype.removeTKMFilterFromTarget = function (filter) { let targetType = filter._controller._targetType; let targetIds = filter._controller._targetIds; let targets = this.getTKMFilterObj(targetType, targetIds); for (let i = 0; i < targets.length; i++) { let target = targets[i]; if (!target) continue; let arr = target.filters || []; let index = arr.indexOf(filter); if (index >= 0) arr.splice(index, 1); target.filters = arr; } }; Scene_Base.prototype.getTKMFilterObj = function (targetType, targetIds) { let typeTargetGetter = Filter_Controller.targetGetter[targetType]; if (typeof typeTargetGetter !== "function") { console.warn( "指定された適用対象タイプが存在していない。大・小文字 / 書き間違いにご注意ください" ); console.warn( "The specified target type does not exist. Is there any upper-lower cases mismatch or typos?" ); return []; } return typeTargetGetter.call(this, targetIds); }; // defenition of each TargetType's target { const Type = Filter_Controller.targetType; const targetGetter = Filter_Controller.targetGetter; targetGetter[Type.FullScreen] = function (targetIds) { const targets = []; if (this._spriteset) { targets.push(this._spriteset); } return targets; }; targetGetter[Type.FullScreenWithWindow] = function (targetIds) { const targets = []; targets.push(this); return targets; }; targetGetter[Type.TileAndChars] = function (targetIds) { const targets = []; if (this._spriteset && this._spriteset._tilemap) { targets.push(this._spriteset._tilemap); } return targets; }; targetGetter[Type.TileAndCharsAndParallax] = function (targetIds) { const targets = []; if (this._spriteset && this._spriteset._baseSprite) { targets.push(this._spriteset._baseSprite); } return targets; }; targetGetter[Type.Tile] = function (targetIds) { const targets = []; if ( this._spriteset && this._spriteset._tilemap && this._spriteset._tilemap._lowerLayer ) { targets.push(this._spriteset._tilemap._lowerLayer); targets.push(this._spriteset._tilemap._upperLayer); } return targets; }; targetGetter[Type.TileAndParallax] = function (targetIds) { const targets = []; if (this._spriteset && this._spriteset._tilemap) { targets.push(this._spriteset._tilemap._lowerLayer); targets.push(this._spriteset._tilemap._upperLayer); targets.push(this._spriteset._parallax); } return targets; }; targetGetter[Type.Parallax] = function (targetIds) { const targets = []; if (this._spriteset) { targets.push(this._spriteset._parallax); } return targets; }; targetGetter[Type.Chars] = function (targetIds) { const targets = []; if (this._spriteset) { this._spriteset._characterSprites.forEach((sprite) => targets.push(sprite) ); } return targets; }; targetGetter[Type.SepcificChar] = function (targetIds) { const targets = []; if (!this._spriteset) return targets; if (!this._spriteset._characterSprites) return targets; const charSprites = this._spriteset._characterSprites; const defaultArrLength = _defaultCharSpriteArrayLength(); targetIds.forEach((targetId) => { targets.push( _getCharSpriteById(charSprites, targetId, defaultArrLength) ); }); return targets; }; targetGetter[Type.ExcludeSepcificChar] = function (targetIds) { if (!this._spriteset) return []; if (!this._spriteset._characterSprites) return []; const charSprites = this._spriteset._characterSprites; const defaultArrLength = _defaultCharSpriteArrayLength(); const targets = charSprites.clone(); targetIds.forEach((targetId) => { const charSprite = _getCharSpriteById( charSprites, targetId, defaultArrLength ); const index = targets.indexOf(charSprite); if (index >= 0) { targets.splice(index, 1); } }); return targets; }; targetGetter[Type.Pictures] = function (targetIds) { const targets = []; if (this._spriteset) { targets.push(this._spriteset._pictureContainer); } return targets; }; targetGetter[Type.SpecificPicture] = function (targetIds) { const targets = []; if (!this._spriteset) return targets; if (!this._spriteset._pictureContainer) return targets; const picContainer = this._spriteset._pictureContainer.children; targetIds.forEach((targetId) => { let picId = $gameScreen.realPictureId(targetId); if (picContainer[picId - 1]) targets.push(picContainer[picId - 1]); }); return targets; }; targetGetter[Type.ExcludeSpecificPicture] = function (targetIds) { if (!this._spriteset) return []; if (!this._spriteset._pictureContainer) return []; const picContainer = this._spriteset._pictureContainer.children; const targets = picContainer.clone(); targetIds.forEach((targetId) => { let picId = $gameScreen.realPictureId(targetId); if (picContainer[picId - 1]) { const index = targets.indexOf(picContainer[picId - 1]); if (index >= 0) { targets.splice(index, 1); } } }); return targets; }; } const _defaultCharSpriteArrayLength = function () { return ( $gameMap.events().length + $gameMap.vehicles().length + $gamePlayer.followers()._data.length + 1 ); //player }; const _getCharSpriteById = function (charSprites, id, length) { if (length == null) length = charSprites.length; if (id < 0) { if (charSprites[length + id]) return charSprites[length + id]; } else if (id > 0) { const maybeTarget = charSprites[id - 1]; if ( maybeTarget && maybeTarget._character && maybeTarget._character.eventId() === id ) { return maybeTarget; } else { let target = charSprites.find( (sprite_char) => sprite_char._character && sprite_char._character._eventId === id ); if (target) return target; } } return null; }; const _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 () { // erase -> 削除 this._TKMFilters = this._TKMFilters.filter((filter) => { const erased = filter._controller.isErased(); if (erased) { this.removeTKMFilterFromTarget(filter); } return !erased; }, this); // 存在しない -> 作成 // TODO: dirty flag? $gameMap._filterConArr.forEach((fc) => { if (fc.isErased()) return; if (!this._TKMFilters.some((f) => f._controller == fc)) { let filter = fc.createFilter(); this._TKMFilters.push(filter); this.applyTKMFilterToTarget(filter); } }, this); // update filter parameter this._TKMFilters.forEach((filter) => { filter._controller.updateFilter(filter); }); }; const _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 () { // erase this._TKMFilters = this._TKMFilters.filter((filter) => { const erased = filter._controller.isErased(); if (erased) this.removeTKMFilterFromTarget(filter); return !erased; }, this); // create $gameMap._filterConArr.forEach((fc) => { if (!this._TKMFilters.some((f) => f._controller == fc)) { let filter = fc.createFilter(); this._TKMFilters.push(filter); this.applyTKMFilterToTarget(filter); } }); // update this._TKMFilters.forEach((filter) => { if (filter._controller.isMapEventOnly()) return; filter._controller.updateFilter(filter); }); }; // Tilemap.Layer.render の先祖帰り! Tilemap.Layer.prototype._render = Tilemap.Layer.prototype.render; Tilemap.Layer.prototype.render = PIXI.Container.prototype.render; //======================= // Window_Options // 拡張するプロパティを定義します。 //======================= const _showInOptionMenu = getParamBoolean("enabledAll-ShowInOptionMenu"); const _optionMenuText = getParamString("enabledAll-Text"); if (_showInOptionMenu) { const _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, }); const _ConfigManager_makeData = ConfigManager.makeData; ConfigManager.makeData = function () { const config = _ConfigManager_makeData.apply(this, arguments); config.TKMFilterEnabledAll = this.TKMFilterEnabledAll; return config; }; const _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 - v3.1.0 * Compiled Wed, 11 Mar 2020 20:38:18 UTC * * pixi-filters is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license */ var __filters = (function (e, t, n, r, o, i, l, s) { "use strict"; var a = "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}", u = "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", c = (function (e) { function t(t) { e.call(this, a, u), 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), f = a, h = "\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}", p = "\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", d = (function (e) { function t(t, r, o) { void 0 === t && (t = 4), void 0 === r && (r = 3), void 0 === o && (o = !1), e.call(this, f, o ? p : h), (this.uniforms.uOffset = new Float32Array(2)), (this._pixelSize = new n.Point()), (this.pixelSize = 1), (this._clamp = o), (this._kernels = null), Array.isArray(t) ? (this.kernels = t) : ((this._blur = t), (this.quality = r)); } e && (t.__proto__ = e), (t.prototype = Object.create(e && e.prototype)), (t.prototype.constructor = t); var r = { kernels: { configurable: !0 }, clamp: { configurable: !0 }, pixelSize: { configurable: !0 }, quality: { configurable: !0 }, blur: { configurable: !0 }, }; return ( (t.prototype.apply = function (e, t, n, r) { var o, i = this.pixelSize.x / t._frame.width, l = this.pixelSize.y / t._frame.height; if (1 === this._quality || 0 === this._blur) (o = this._kernels[0] + 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.getFilterTexture(), u = t, c = a, f = this._quality - 1, h = 0; h < f; h++ ) (o = this._kernels[h] + 0.5), (this.uniforms.uOffset[0] = o * i), (this.uniforms.uOffset[1] = o * l), e.applyFilter(this, u, c, 1), (s = u), (u = c), (c = s); (o = this._kernels[f] + 0.5), (this.uniforms.uOffset[0] = o * i), (this.uniforms.uOffset[1] = o * l), e.applyFilter(this, u, n, r), e.returnFilterTexture(a); } }), (t.prototype._generateKernels = function () { var e = this._blur, t = this._quality, n = [e]; if (e > 0) for (var r = e, o = e / t, i = 1; i < t; i++) (r -= o), n.push(r); this._kernels = n; }), (r.kernels.get = function () { return this._kernels; }), (r.kernels.set = function (e) { Array.isArray(e) && e.length > 0 ? ((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 n.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(t.prototype, r), t ); })(t.Filter), m = a, g = "\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", v = (function (e) { function t(t) { void 0 === t && (t = 0.5), e.call(this, m, g), (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), x = "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", y = (function (e) { function t(t) { e.call(this, m, x), "number" == typeof t && (t = { threshold: t }), (t = Object.assign( { threshold: 0.5, bloomScale: 1, brightness: 1, kernels: null, blur: 8, quality: 4, pixelSize: 1, resolution: r.settings.RESOLUTION, }, t )), (this.bloomScale = t.bloomScale), (this.brightness = t.brightness); var n = t.kernels, o = t.blur, i = t.quality, l = t.pixelSize, s = t.resolution; (this._extractFilter = new v(t.threshold)), (this._extractFilter.resolution = s), (this._blurFilter = n ? new d(n) : new d(o, i)), (this.pixelSize = l), (this.resolution = s); } e && (t.__proto__ = e), (t.prototype = Object.create(e && e.prototype)), (t.prototype.constructor = t); var n = { resolution: { configurable: !0 }, threshold: { configurable: !0 }, kernels: { configurable: !0 }, blur: { configurable: !0 }, quality: { configurable: !0 }, pixelSize: { configurable: !0 }, }; return ( (t.prototype.apply = function (e, t, n, r, o) { var i = e.getFilterTexture(); this._extractFilter.apply(e, t, i, 1, o); var l = e.getFilterTexture(); this._blurFilter.apply(e, i, l, 1, o), (this.uniforms.bloomScale = this.bloomScale), (this.uniforms.brightness = this.brightness), (this.uniforms.bloomTexture = l), e.applyFilter(this, t, n, r), e.returnFilterTexture(l), e.returnFilterTexture(i); }), (n.resolution.get = function () { return this._resolution; }), (n.resolution.set = function (e) { (this._resolution = e), this._extractFilter && (this._extractFilter.resolution = e), this._blurFilter && (this._blurFilter.resolution = e); }), (n.threshold.get = function () { return this._extractFilter.threshold; }), (n.threshold.set = function (e) { this._extractFilter.threshold = e; }), (n.kernels.get = function () { return this._blurFilter.kernels; }), (n.kernels.set = function (e) { this._blurFilter.kernels = e; }), (n.blur.get = function () { return this._blurFilter.blur; }), (n.blur.set = function (e) { this._blurFilter.blur = e; }), (n.quality.get = function () { return this._blurFilter.quality; }), (n.quality.set = function (e) { this._blurFilter.quality = e; }), (n.pixelSize.get = function () { return this._blurFilter.pixelSize; }), (n.pixelSize.set = function (e) { this._blurFilter.pixelSize = e; }), Object.defineProperties(t.prototype, n), t ); })(t.Filter), _ = a, b = "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\n if (clamp(p.x, 0.0, 4.0) == p.x)\n {\n if (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 }\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}\n", C = (function (e) { function t(t) { void 0 === t && (t = 8), e.call(this, _, b), (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), S = a, F = "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", z = (function (e) { function t(t) { void 0 === t && (t = {}), e.call(this, S, F), (this.uniforms.lightColor = new Float32Array(3)), (this.uniforms.shadowColor = new Float32Array(3)), (t = Object.assign( { rotation: 45, thickness: 2, lightColor: 16777215, lightAlpha: 0.7, shadowColor: 0, shadowAlpha: 0.7, }, 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 && (t.__proto__ = e), (t.prototype = Object.create(e && e.prototype)), (t.prototype.constructor = t); var r = { rotation: { configurable: !0 }, thickness: { configurable: !0 }, lightColor: { configurable: !0 }, lightAlpha: { configurable: !0 }, shadowColor: { configurable: !0 }, shadowAlpha: { configurable: !0 }, }; return ( (t.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 / n.DEG_TO_RAD; }), (r.rotation.set = function (e) { (this._angle = e * n.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 o.rgb2hex(this.uniforms.lightColor); }), (r.lightColor.set = function (e) { o.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 o.rgb2hex(this.uniforms.shadowColor); }), (r.shadowColor.set = function (e) { o.hex2rgb(e, this.uniforms.shadowColor); }), (r.shadowAlpha.get = function () { return this.uniforms.shadowAlpha; }), (r.shadowAlpha.set = function (e) { this.uniforms.shadowAlpha = e; }), Object.defineProperties(t.prototype, r), t ); })(t.Filter), A = (function (e) { function t(t, o, a, u) { var c, f; void 0 === t && (t = 2), void 0 === o && (o = 4), void 0 === a && (a = r.settings.RESOLUTION), void 0 === u && (u = 5), e.call(this), "number" == typeof t ? ((c = t), (f = t)) : t instanceof n.Point ? ((c = t.x), (f = t.y)) : Array.isArray(t) && ((c = t[0]), (f = t[1])), (this.blurXFilter = new s.BlurFilterPass(!0, c, o, a, u)), (this.blurYFilter = new s.BlurFilterPass(!1, f, o, a, u)), (this.blurYFilter.blendMode = i.BLEND_MODES.SCREEN), (this.defaultFilter = new l.AlphaFilter()); } e && (t.__proto__ = e), (t.prototype = Object.create(e && e.prototype)), (t.prototype.constructor = t); var o = { blur: { configurable: !0 }, blurX: { configurable: !0 }, blurY: { configurable: !0 }, }; return ( (t.prototype.apply = function (e, t, n) { var r = e.getFilterTexture(!0); this.defaultFilter.apply(e, t, n), this.blurXFilter.apply(e, t, r), this.blurYFilter.apply(e, r, n), e.returnFilterTexture(r); }), (o.blur.get = function () { return this.blurXFilter.blur; }), (o.blur.set = function (e) { this.blurXFilter.blur = this.blurYFilter.blur = e; }), (o.blurX.get = function () { return this.blurXFilter.blur; }), (o.blurX.set = function (e) { this.blurXFilter.blur = e; }), (o.blurY.get = function () { return this.blurYFilter.blur; }), (o.blurY.set = function (e) { this.blurYFilter.blur = e; }), Object.defineProperties(t.prototype, o), t ); })(t.Filter), w = a, T = "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", O = (function (e) { function t(t) { if ((e.call(this, w, T), "object" != typeof t)) { var n = arguments[0], r = arguments[1], o = arguments[2]; (t = {}), void 0 !== n && (t.center = n), void 0 !== r && (t.radius = r), void 0 !== o && (t.strength = o); } (this.uniforms.dimensions = new Float32Array(2)), Object.assign( this, { center: [0.5, 0.5], radius: 100, strength: 1 }, t ); } 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.filterFrame.width), (this.uniforms.dimensions[1] = t.filterFrame.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), D = a, P = "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}", M = (function (e) { function n(t, n, r) { void 0 === n && (n = !1), void 0 === r && (r = 1), e.call(this, D, P), (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 ? i.SCALE_MODES.NEAREST : i.SCALE_MODES.LINEAR); var t = this._colorMap; t && t.baseTexture && ((t.baseTexture._glTextures = {}), (t.baseTexture.scaleMode = this._scaleMode), (t.baseTexture.mipmap = !1), t._updateID++, t.baseTexture.emit("update", t.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), R = a, k = "varying vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform vec3 color;\nvoid main(void) {\n vec4 currentColor = texture2D(uSampler, vTextureCoord);\n vec3 colorOverlay = color * currentColor.a;\n gl_FragColor = vec4(colorOverlay.r, colorOverlay.g, colorOverlay.b, currentColor.a);\n}\n", j = (function (e) { function t(t) { void 0 === t && (t = 0), e.call(this, R, k), (this.uniforms.color = new Float32Array(3)), (this.color = t); } e && (t.__proto__ = e), (t.prototype = Object.create(e && e.prototype)), (t.prototype.constructor = t); var n = { color: { configurable: !0 } }; return ( (n.color.set = function (e) { var t = this.uniforms.color; "number" == typeof e ? (o.hex2rgb(e, t), (this._color = e)) : ((t[0] = e[0]), (t[1] = e[1]), (t[2] = e[2]), (this._color = o.rgb2hex(t))); }), (n.color.get = function () { return this._color; }), Object.defineProperties(t.prototype, n), t ); })(t.Filter), E = a, L = "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", I = (function (e) { function t(t, n, r) { void 0 === t && (t = 16711680), void 0 === n && (n = 0), void 0 === r && (r = 0.4), e.call(this, E, L), (this.uniforms.originalColor = new Float32Array(3)), (this.uniforms.newColor = new Float32Array(3)), (this.originalColor = t), (this.newColor = n), (this.epsilon = r); } e && (t.__proto__ = e), (t.prototype = Object.create(e && e.prototype)), (t.prototype.constructor = t); var n = { originalColor: { configurable: !0 }, newColor: { configurable: !0 }, epsilon: { configurable: !0 }, }; return ( (n.originalColor.set = function (e) { var t = this.uniforms.originalColor; "number" == typeof e ? (o.hex2rgb(e, t), (this._originalColor = e)) : ((t[0] = e[0]), (t[1] = e[1]), (t[2] = e[2]), (this._originalColor = o.rgb2hex(t))); }), (n.originalColor.get = function () { return this._originalColor; }), (n.newColor.set = function (e) { var t = this.uniforms.newColor; "number" == typeof e ? (o.hex2rgb(e, t), (this._newColor = e)) : ((t[0] = e[0]), (t[1] = e[1]), (t[2] = e[2]), (this._newColor = o.rgb2hex(t))); }), (n.newColor.get = function () { return this._newColor; }), (n.epsilon.set = function (e) { this.uniforms.epsilon = e; }), (n.epsilon.get = function () { return this.uniforms.epsilon; }), Object.defineProperties(t.prototype, n), t ); })(t.Filter), X = a, B = "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", N = (function (e) { function t(t, n, r) { void 0 === n && (n = 200), void 0 === r && (r = 200), e.call(this, X, B), (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), G = a, q = "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", W = (function (e) { function t() { e.call(this, G, q); } return ( e && (t.__proto__ = e), (t.prototype = Object.create(e && e.prototype)), (t.prototype.constructor = t), t ); })(t.Filter), K = a, Y = "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", Z = (function (e) { function t(t) { e.call(this, K, Y), (this.uniforms.dimensions = new Float32Array(2)), (this.time = 0), (this.seed = 0), Object.assign( this, { curvature: 1, lineWidth: 1, lineContrast: 0.25, verticalLine: !1, noise: 0, noiseSize: 1, seed: 0, vignetting: 0.3, vignettingAlpha: 1, vignettingBlur: 0.3, 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.filterFrame.width), (this.uniforms.dimensions[1] = t.filterFrame.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), Q = a, U = "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", V = (function (e) { function t(t, n) { void 0 === t && (t = 1), void 0 === n && (n = 5), e.call(this, Q, U), (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), H = a, $ = "varying vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform float alpha;\nuniform vec3 color;\n\nuniform vec2 shift;\nuniform vec4 inputSize;\n\nvoid main(void){\n vec4 sample = texture2D(uSampler, vTextureCoord - shift * inputSize.zw);\n\n // Premultiply alpha\n sample.rgb = color.rgb * sample.a;\n\n // alpha user alpha\n sample *= alpha;\n\n gl_FragColor = sample;\n}", J = (function (e) { function t(t) { t && t.constructor !== Object && (console.warn( "DropShadowFilter now uses options instead of (rotation, distance, blur, color, alpha)" ), (t = { rotation: t }), void 0 !== arguments[1] && (t.distance = arguments[1]), void 0 !== arguments[2] && (t.blur = arguments[2]), void 0 !== arguments[3] && (t.color = arguments[3]), void 0 !== arguments[4] && (t.alpha = arguments[4])), (t = Object.assign( { rotation: 45, distance: 5, color: 0, alpha: 0.5, shadowOnly: !1, kernels: null, blur: 2, quality: 3, pixelSize: 1, resolution: r.settings.RESOLUTION, }, t )), e.call(this); var o = t.kernels, i = t.blur, l = t.quality, s = t.pixelSize, a = t.resolution; (this._tintFilter = new e(H, $)), (this._tintFilter.uniforms.color = new Float32Array(4)), (this._tintFilter.uniforms.shift = new n.Point()), (this._tintFilter.resolution = a), (this._blurFilter = o ? new d(o) : new d(i, l)), (this.pixelSize = s), (this.resolution = a); var u = t.shadowOnly, c = t.rotation, f = t.distance, h = t.alpha, p = t.color; (this.shadowOnly = u), (this.rotation = c), (this.distance = f), (this.alpha = h), (this.color = p), this._updatePadding(); } e && (t.__proto__ = e), (t.prototype = Object.create(e && e.prototype)), (t.prototype.constructor = t); var i = { 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 ( (t.prototype.apply = function (e, t, n, r) { var o = e.getFilterTexture(); this._tintFilter.apply(e, t, o, 1), this._blurFilter.apply(e, o, n, r), !0 !== this.shadowOnly && e.applyFilter(this, t, n, 0), e.returnFilterTexture(o); }), (t.prototype._updatePadding = function () { this.padding = this.distance + 2 * this.blur; }), (t.prototype._updateShift = function () { this._tintFilter.uniforms.shift.set( this.distance * Math.cos(this.angle), this.distance * Math.sin(this.angle) ); }), (i.resolution.get = function () { return this._resolution; }), (i.resolution.set = function (e) { (this._resolution = e), this._tintFilter && (this._tintFilter.resolution = e), this._blurFilter && (this._blurFilter.resolution = e); }), (i.distance.get = function () { return this._distance; }), (i.distance.set = function (e) { (this._distance = e), this._updatePadding(), this._updateShift(); }), (i.rotation.get = function () { return this.angle / n.DEG_TO_RAD; }), (i.rotation.set = function (e) { (this.angle = e * n.DEG_TO_RAD), this._updateShift(); }), (i.alpha.get = function () { return this._tintFilter.uniforms.alpha; }), (i.alpha.set = function (e) { this._tintFilter.uniforms.alpha = e; }), (i.color.get = function () { return o.rgb2hex(this._tintFilter.uniforms.color); }), (i.color.set = function (e) { o.hex2rgb(e, this._tintFilter.uniforms.color); }), (i.kernels.get = function () { return this._blurFilter.kernels; }), (i.kernels.set = function (e) { this._blurFilter.kernels = e; }), (i.blur.get = function () { return this._blurFilter.blur; }), (i.blur.set = function (e) { (this._blurFilter.blur = e), this._updatePadding(); }), (i.quality.get = function () { return this._blurFilter.quality; }), (i.quality.set = function (e) { this._blurFilter.quality = e; }), (i.pixelSize.get = function () { return this._blurFilter.pixelSize; }), (i.pixelSize.set = function (e) { this._blurFilter.pixelSize = e; }), Object.defineProperties(t.prototype, i), t ); })(t.Filter), ee = a, te = "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", ne = (function (e) { function t(t) { void 0 === t && (t = 5), e.call(this, ee, te), (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), re = a, oe = "// 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 == TRANSPARENT) {\n discard;\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 }\n } else if( coord.x < filterClamp.x ) {\n if (fillMode == TRANSPARENT) {\n discard;\n } else if (fillMode == LOOP) {\n coord.x += filterClamp.z;\n } else if (fillMode == MIRROR) {\n coord.x *= -filterClamp.z;\n }\n }\n\n if( coord.y > filterClamp.w ) {\n if (fillMode == TRANSPARENT) {\n discard;\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 }\n } else if( coord.y < filterClamp.y ) {\n if (fillMode == TRANSPARENT) {\n discard;\n } else if (fillMode == LOOP) {\n coord.y += filterClamp.w;\n } else if (fillMode == MIRROR) {\n coord.y *= -filterClamp.w;\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", ie = (function (e) { function r(n) { void 0 === n && (n = {}), e.call(this, re, oe), (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.from(this._canvas, { scaleMode: i.SCALE_MODES.NEAREST, })), (this._slices = 0), (this.slices = n.slices); } e && (r.__proto__ = e), (r.prototype = Object.create(e && e.prototype)), (r.prototype.constructor = r); var o = { sizes: { configurable: !0 }, offsets: { configurable: !0 }, slices: { configurable: !0 }, direction: { configurable: !0 }, red: { configurable: !0 }, green: { configurable: !0 }, blue: { configurable: !0 }, }; return ( (r.prototype.apply = function (e, t, n, r) { var o = t.filterFrame.width, i = t.filterFrame.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); }), (r.prototype._randomizeSizes = function () { var e = this._sizes, t = this._slices - 1, n = this.sampleSize, r = Math.min(this.minSize / n, 0.9 / this._slices); if (this.average) { for (var o = this._slices, i = 1, l = 0; l < t; l++) { var s = i / (o - l), a = Math.max(s * (1 - 0.6 * Math.random()), r); (e[l] = a), (i -= a); } e[t] = i; } else { for ( var u = 1, c = Math.sqrt(1 / this._slices), f = 0; f < t; f++ ) { var h = Math.max(c * u * Math.random(), r); (e[f] = h), (u -= h); } e[t] = u; } this.shuffle(); }), (r.prototype.shuffle = function () { for (var e = this._sizes, t = this._slices - 1; t > 0; t--) { var n = (Math.random() * t) >> 0, r = e[t]; (e[t] = e[n]), (e[n] = r); } }), (r.prototype._randomizeOffsets = function () { for (var e = 0; e < this._slices; e++) this._offsets[e] = Math.random() * (Math.random() < 0.5 ? -1 : 1); }), (r.prototype.refresh = function () { this._randomizeSizes(), this._randomizeOffsets(), this.redraw(); }), (r.prototype.redraw = function () { var e, t = this.sampleSize, n = this.texture, r = this._canvas.getContext("2d"); r.clearRect(0, 0, 8, t); for (var o = 0, i = 0; i < this._slices; i++) { e = Math.floor(256 * this._offsets[i]); var l = this._sizes[i] * t, s = e > 0 ? 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); }), (o.sizes.set = function (e) { for (var t = Math.min(this._slices, e.length), n = 0; n < t; n++) this._sizes[n] = e[n]; }), (o.sizes.get = function () { return this._sizes; }), (o.offsets.set = function (e) { for (var t = Math.min(this._slices, e.length), n = 0; n < t; n++) this._offsets[n] = e[n]; }), (o.offsets.get = function () { return this._offsets; }), (o.slices.get = function () { return this._slices; }), (o.slices.set = function (e) { this._slices !== e && ((this._slices = e), (this.uniforms.slices = e), (this._sizes = this.uniforms.slicesWidth = new Float32Array(e)), (this._offsets = this.uniforms.slicesOffset = new Float32Array(e)), this.refresh()); }), (o.direction.get = function () { return this._direction; }), (o.direction.set = function (e) { if (this._direction !== e) { this._direction = e; var t = e * n.DEG_TO_RAD; (this.uniforms.sinDir = Math.sin(t)), (this.uniforms.cosDir = Math.cos(t)); } }), (o.red.get = function () { return this.uniforms.red; }), (o.red.set = function (e) { this.uniforms.red = e; }), (o.green.get = function () { return this.uniforms.green; }), (o.green.set = function (e) { this.uniforms.green = e; }), (o.blue.get = function () { return this.uniforms.blue; }), (o.blue.set = function (e) { this.uniforms.blue = e; }), (r.prototype.destroy = function () { this.texture.destroy(!0), (this.texture = null), (this._canvas = null), (this.red = null), (this.green = null), (this.blue = null), (this._sizes = null), (this._offsets = null); }), Object.defineProperties(r.prototype, o), r ); })(t.Filter); (ie.TRANSPARENT = 0), (ie.ORIGINAL = 1), (ie.LOOP = 2), (ie.CLAMP = 3), (ie.MIRROR = 4); var le = a, se = "varying vec2 vTextureCoord;\nvarying vec4 vColor;\n\nuniform sampler2D uSampler;\n\nuniform float outerStrength;\nuniform float innerStrength;\n\nuniform vec4 glowColor;\n\nuniform vec4 filterArea;\nuniform vec4 filterClamp;\nuniform bool knockout;\n\nconst float PI = 3.14159265358979323846264;\n\nconst float DIST = __DIST__;\nconst float ANGLE_STEP_SIZE = min(__ANGLE_STEP_SIZE__, PI * 2.0);\nconst float ANGLE_STEP_NUM = ceil(PI * 2.0 / ANGLE_STEP_SIZE);\n\nconst float MAX_TOTAL_ALPHA = ANGLE_STEP_NUM * DIST * (DIST + 1.0) / 2.0;\n\nvoid main(void) {\n vec2 px = vec2(1.0 / filterArea.x, 1.0 / filterArea.y);\n\n float totalAlpha = 0.0;\n\n vec2 direction;\n vec2 displaced;\n vec4 curColor;\n\n for (float angle = 0.0; angle < PI * 2.0; angle += ANGLE_STEP_SIZE) {\n direction = vec2(cos(angle), sin(angle)) * px;\n\n for (float curDistance = 0.0; curDistance < DIST; curDistance++) {\n displaced = clamp(vTextureCoord + direction * \n (curDistance + 1.0), filterClamp.xy, filterClamp.zw);\n\n curColor = texture2D(uSampler, displaced);\n\n totalAlpha += (DIST - curDistance) * curColor.a;\n }\n }\n \n curColor = texture2D(uSampler, vTextureCoord);\n\n float alphaRatio = (totalAlpha / MAX_TOTAL_ALPHA);\n\n float innerGlowAlpha = (1.0 - alphaRatio) * innerStrength * curColor.a;\n float innerGlowStrength = min(1.0, innerGlowAlpha);\n \n vec4 innerColor = mix(curColor, glowColor, innerGlowStrength);\n\n float outerGlowAlpha = alphaRatio * outerStrength * (1. - curColor.a);\n float outerGlowStrength = min(1.0 - innerColor.a, outerGlowAlpha);\n\n vec4 outerGlowColor = outerGlowStrength * glowColor.rgba;\n \n if (knockout) {\n float resultAlpha = outerGlowAlpha + innerGlowAlpha;\n gl_FragColor = vec4(glowColor.rgb * resultAlpha, resultAlpha);\n }\n else {\n gl_FragColor = innerColor + outerGlowColor;\n }\n}\n", ae = (function (e) { function t(n) { var r = Object.assign({}, t.defaults, n), o = r.distance, i = r.outerStrength, l = r.innerStrength, s = r.color, a = r.knockout, u = r.quality; (o = Math.round(o)), e.call( this, le, se .replace(/__ANGLE_STEP_SIZE__/gi, "" + (1 / u / o).toFixed(7)) .replace(/__DIST__/gi, o.toFixed(0) + ".0") ), (this.uniforms.glowColor = new Float32Array([0, 0, 0, 1])), Object.assign(this, { color: s, outerStrength: i, innerStrength: l, padding: o, knockout: a, }); } e && (t.__proto__ = e), (t.prototype = Object.create(e && e.prototype)), (t.prototype.constructor = t); var n = { color: { configurable: !0 }, outerStrength: { configurable: !0 }, innerStrength: { configurable: !0 }, knockout: { configurable: !0 }, }; return ( (n.color.get = function () { return o.rgb2hex(this.uniforms.glowColor); }), (n.color.set = function (e) { o.hex2rgb(e, this.uniforms.glowColor); }), (n.outerStrength.get = function () { return this.uniforms.outerStrength; }), (n.outerStrength.set = function (e) { this.uniforms.outerStrength = e; }), (n.innerStrength.get = function () { return this.uniforms.innerStrength; }), (n.innerStrength.set = function (e) { this.uniforms.innerStrength = e; }), (n.knockout.get = function () { return this.uniforms.knockout; }), (n.knockout.set = function (e) { this.uniforms.knockout = e; }), Object.defineProperties(t.prototype, n), t ); })(t.Filter); ae.defaults = { distance: 10, outerStrength: 4, innerStrength: 0, color: 16777215, quality: 0.1, knockout: !1, }; var ue = a, ce = "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", fe = "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;\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, 1.0) * (1.0 - coord.y);\n mist.a = 1.0;\n\n gl_FragColor = texture2D(uSampler, vTextureCoord) + mist;\n}\n", he = (function (e) { function t(t) { e.call(this, ue, fe.replace("${perlin}", ce)), (this.uniforms.dimensions = new Float32Array(2)), "number" == typeof t && (console.warn( "GodrayFilter now uses options instead of (angle, gain, lacunarity, time)" ), (t = { angle: t }), void 0 !== arguments[1] && (t.gain = arguments[1]), void 0 !== arguments[2] && (t.lacunarity = arguments[2]), void 0 !== arguments[3] && (t.time = arguments[3])), (t = Object.assign( { angle: 30, gain: 0.5, lacunarity: 2.5, time: 0, parallel: !0, center: [0, 0], }, t )), (this._angleLight = new n.Point()), (this.angle = t.angle), (this.gain = t.gain), (this.lacunarity = t.lacunarity), (this.parallel = t.parallel), (this.center = t.center), (this.time = t.time); } e && (t.__proto__ = e), (t.prototype = Object.create(e && e.prototype)), (t.prototype.constructor = t); var r = { angle: { configurable: !0 }, gain: { configurable: !0 }, lacunarity: { configurable: !0 }, }; return ( (t.prototype.apply = function (e, t, n, r) { var o = t.filterFrame, i = o.width, l = o.height; (this.uniforms.light = this.parallel ? this._angleLight : this.center), (this.uniforms.parallel = this.parallel), (this.uniforms.dimensions[0] = i), (this.uniforms.dimensions[1] = l), (this.uniforms.aspect = l / i), (this.uniforms.time = this.time), e.applyFilter(this, t, n, r); }), (r.angle.get = function () { return this._angle; }), (r.angle.set = function (e) { this._angle = e; var t = e * n.DEG_TO_RAD; (this._angleLight.x = Math.cos(t)), (this._angleLight.y = Math.sin(t)); }), (r.gain.get = function () { return this.uniforms.gain; }), (r.gain.set = function (e) { this.uniforms.gain = e; }), (r.lacunarity.get = function () { return this.uniforms.lacunarity; }), (r.lacunarity.set = function (e) { this.uniforms.lacunarity = e; }), Object.defineProperties(t.prototype, r), t ); })(t.Filter), pe = a, de = "varying vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform vec4 filterArea;\n\nuniform vec2 uVelocity;\nuniform int uKernelSize;\nuniform float uOffset;\n\nconst int MAX_KERNEL_SIZE = 2048;\n\n// Notice:\n// the perfect way:\n// int kernelSize = min(uKernelSize, MAX_KERNELSIZE);\n// BUT in real use-case , uKernelSize < MAX_KERNELSIZE almost always.\n// So use uKernelSize directly.\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 vec2 velocity = uVelocity / filterArea.xy;\n float offset = -uOffset / length(uVelocity) - 0.5;\n int k = uKernelSize - 1;\n\n for(int i = 0; i < MAX_KERNEL_SIZE - 1; i++) {\n if (i == k) {\n break;\n }\n vec2 bias = velocity * (float(i) / float(k) + offset);\n color += texture2D(uSampler, vTextureCoord + bias);\n }\n gl_FragColor = color / float(uKernelSize);\n}\n", me = (function (e) { function t(t, r, o) { void 0 === t && (t = [0, 0]), void 0 === r && (r = 5), void 0 === o && (o = 0), e.call(this, pe, de), (this.uniforms.uVelocity = new Float32Array(2)), (this._velocity = new n.ObservablePoint(this.velocityChanged, this)), (this.velocity = t), (this.kernelSize = r), (this.offset = o); } e && (t.__proto__ = e), (t.prototype = Object.create(e && e.prototype)), (t.prototype.constructor = t); var r = { velocity: { configurable: !0 }, offset: { configurable: !0 } }; return ( (t.prototype.apply = function (e, t, n, r) { var o = this.velocity, i = o.x, l = o.y; (this.uniforms.uKernelSize = 0 !== i || 0 !== l ? this.kernelSize : 0), e.applyFilter(this, t, n, r); }), (r.velocity.set = function (e) { Array.isArray(e) ? this._velocity.set(e[0], e[1]) : (e instanceof n.Point || e instanceof n.ObservablePoint) && this._velocity.copyFrom(e); }), (r.velocity.get = function () { return this._velocity; }), (t.prototype.velocityChanged = function () { (this.uniforms.uVelocity[0] = this._velocity.x), (this.uniforms.uVelocity[1] = this._velocity.y); }), (r.offset.set = function (e) { this.uniforms.uOffset = e; }), (r.offset.get = function () { return this.uniforms.uOffset; }), Object.defineProperties(t.prototype, r), t ); })(t.Filter), ge = a, ve = "varying vec2 vTextureCoord;\nuniform sampler2D uSampler;\n\nuniform float epsilon;\n\nconst int MAX_COLORS = %maxColors%;\n\nuniform vec3 originalColors[MAX_COLORS];\nuniform vec3 targetColors[MAX_COLORS];\n\nvoid main(void)\n{\n gl_FragColor = texture2D(uSampler, vTextureCoord);\n\n float alpha = gl_FragColor.a;\n if (alpha < 0.0001)\n {\n return;\n }\n\n vec3 color = gl_FragColor.rgb / alpha;\n\n for(int i = 0; i < MAX_COLORS; i++)\n {\n vec3 origColor = originalColors[i];\n if (origColor.r < 0.0)\n {\n break;\n }\n vec3 colorDiff = origColor - color;\n if (length(colorDiff) < epsilon)\n {\n vec3 targetColor = targetColors[i];\n gl_FragColor = vec4((targetColor + colorDiff) * alpha, alpha);\n return;\n }\n }\n}\n", xe = (function (e) { function t(t, n, r) { void 0 === n && (n = 0.05), void 0 === r && (r = null), (r = r || t.length), e.call(this, ge, ve.replace(/%maxColors%/g, r)), (this.epsilon = n), (this._maxColors = r), (this._replacements = null), (this.uniforms.originalColors = new Float32Array(3 * r)), (this.uniforms.targetColors = new Float32Array(3 * r)), (this.replacements = t); } e && (t.__proto__ = e), (t.prototype = Object.create(e && e.prototype)), (t.prototype.constructor = t); var n = { replacements: { configurable: !0 }, maxColors: { configurable: !0 }, epsilon: { configurable: !0 }, }; return ( (n.replacements.set = function (e) { var t = this.uniforms.originalColors, n = this.uniforms.targetColors, r = e.length; if (r > this._maxColors) throw ( "Length of replacements (" + r + ") exceeds the maximum colors length (" + this._maxColors + ")" ); t[3 * r] = -1; for (var i = 0; i < r; i++) { var l = e[i], s = l[0]; "number" == typeof s ? (s = o.hex2rgb(s)) : (l[0] = o.rgb2hex(s)), (t[3 * i] = s[0]), (t[3 * i + 1] = s[1]), (t[3 * i + 2] = s[2]); var a = l[1]; "number" == typeof a ? (a = o.hex2rgb(a)) : (l[1] = o.rgb2hex(a)), (n[3 * i] = a[0]), (n[3 * i + 1] = a[1]), (n[3 * i + 2] = a[2]); } this._replacements = e; }), (n.replacements.get = function () { return this._replacements; }), (t.prototype.refresh = function () { this.replacements = this._replacements; }), (n.maxColors.get = function () { return this._maxColors; }), (n.epsilon.set = function (e) { this.uniforms.epsilon = e; }), (n.epsilon.get = function () { return this.uniforms.epsilon; }), Object.defineProperties(t.prototype, n), t ); })(t.Filter), ye = a, _e = "varying vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform vec4 filterArea;\nuniform vec2 dimensions;\n\nuniform float sepia;\nuniform float noise;\nuniform float noiseSize;\nuniform float scratch;\nuniform float scratchDensity;\nuniform float scratchWidth;\nuniform float vignetting;\nuniform float vignettingAlpha;\nuniform float vignettingBlur;\nuniform float seed;\n\nconst float SQRT_2 = 1.414213;\nconst vec3 SEPIA_RGB = vec3(112.0 / 255.0, 66.0 / 255.0, 20.0 / 255.0);\n\nfloat rand(vec2 co) {\n return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);\n}\n\nvec3 Overlay(vec3 src, vec3 dst)\n{\n // if (dst <= 0.5) then: 2 * src * dst\n // if (dst > 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", be = (function (e) { function t(t, n) { void 0 === n && (n = 0), e.call(this, ye, _e), (this.uniforms.dimensions = new Float32Array(2)), "number" == typeof t ? ((this.seed = t), (t = null)) : (this.seed = n), Object.assign( this, { sepia: 0.3, noise: 0.3, noiseSize: 1, scratch: 0.5, scratchDensity: 0.3, scratchWidth: 1, vignetting: 0.3, vignettingAlpha: 1, vignettingBlur: 0.3, }, 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.filterFrame.width), (this.uniforms.dimensions[1] = t.filterFrame.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), Ce = a, Se = "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", Fe = (function (e) { function t(n, r, o) { void 0 === n && (n = 1), void 0 === r && (r = 0), void 0 === o && (o = 0.1); var i = Math.max(o * t.MAX_SAMPLES, t.MIN_SAMPLES), l = ((2 * Math.PI) / i).toFixed(7); e.call(this, Ce, Se.replace(/\$\{angleStep\}/, l)), (this.uniforms.thickness = new Float32Array([0, 0])), (this.thickness = n), (this.uniforms.outlineColor = new Float32Array([0, 0, 0, 1])), (this.color = r), (this.quality = o); } e && (t.__proto__ = e), (t.prototype = Object.create(e && e.prototype)), (t.prototype.constructor = t); var n = { color: { configurable: !0 } }; return ( (t.prototype.apply = function (e, t, n, r) { (this.uniforms.thickness[0] = this.thickness / t._frame.width), (this.uniforms.thickness[1] = this.thickness / t._frame.height), e.applyFilter(this, t, n, r); }), (n.color.get = function () { return o.rgb2hex(this.uniforms.outlineColor); }), (n.color.set = function (e) { o.hex2rgb(e, this.uniforms.outlineColor); }), Object.defineProperties(t.prototype, n), t ); })(t.Filter); (Fe.MIN_SAMPLES = 1), (Fe.MAX_SAMPLES = 100); var ze = a, Ae = "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", we = (function (e) { function t(t) { void 0 === t && (t = 10), e.call(this, ze, Ae), (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), Te = a, Oe = "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", De = (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, Te, Oe), (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), Pe = a, Me = "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", Re = (function (e) { function t(t) { e.call(this, Pe, Me), (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: 0.5, 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.filterFrame.width), (this.uniforms.dimensions[1] = t.filterFrame.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), ke = a, je = "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", Ee = (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, ke, je), (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), Le = a, Ie = "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", Xe = (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, Le, Ie), (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), Be = a, Ne = "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", Ge = (function (e) { function t(t, n, r) { void 0 === n && (n = 0), void 0 === r && (r = 1), e.call(this, Be, Ne), (this.uniforms.dimensions = new Float32Array(2)), (this.uniforms.ambientColor = new Float32Array([0, 0, 0, r])), (this.texture = t), (this.color = n); } e && (t.__proto__ = e), (t.prototype = Object.create(e && e.prototype)), (t.prototype.constructor = t); var n = { texture: { configurable: !0 }, color: { configurable: !0 }, alpha: { configurable: !0 }, }; return ( (t.prototype.apply = function (e, t, n, r) { (this.uniforms.dimensions[0] = t.filterFrame.width), (this.uniforms.dimensions[1] = t.filterFrame.height), e.applyFilter(this, t, n, r); }), (n.texture.get = function () { return this.uniforms.uLightmap; }), (n.texture.set = function (e) { this.uniforms.uLightmap = e; }), (n.color.set = function (e) { var t = this.uniforms.ambientColor; "number" == typeof e ? (o.hex2rgb(e, t), (this._color = e)) : ((t[0] = e[0]), (t[1] = e[1]), (t[2] = e[2]), (t[3] = e[3]), (this._color = o.rgb2hex(t))); }), (n.color.get = function () { return this._color; }), (n.alpha.get = function () { return this.uniforms.ambientColor[3]; }), (n.alpha.set = function (e) { this.uniforms.ambientColor[3] = e; }), Object.defineProperties(t.prototype, n), t ); })(t.Filter), qe = a, We = "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", Ke = (function (e) { function t(t, r, o, i) { void 0 === t && (t = 100), void 0 === r && (r = 600), void 0 === o && (o = null), void 0 === i && (i = null), e.call(this, qe, We), (this.uniforms.blur = t), (this.uniforms.gradientBlur = r), (this.uniforms.start = o || new n.Point(0, window.innerHeight / 2)), (this.uniforms.end = i || new n.Point(600, window.innerHeight / 2)), (this.uniforms.delta = new n.Point(30, 30)), (this.uniforms.texSize = new n.Point(1024, 1024)), this.updateDelta(); } e && (t.__proto__ = e), (t.prototype = Object.create(e && e.prototype)), (t.prototype.constructor = t); var r = { blur: { configurable: !0 }, gradientBlur: { configurable: !0 }, start: { configurable: !0 }, end: { configurable: !0 }, }; return ( (t.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(t.prototype, r), t ); })(t.Filter), Ye = (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 ); })(Ke), Ze = (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 ); })(Ke), Qe = (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 Ye(t, n, r, o)), (this.tiltShiftYFilter = new Ze(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.getFilterTexture(); this.tiltShiftXFilter.apply(e, t, r), this.tiltShiftYFilter.apply(e, r, n), e.returnFilterTexture(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), Ue = a, Ve = "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", He = (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, Ue, Ve), (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), $e = a, Je = "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", et = (function (e) { function t(t) { if ((e.call(this, $e, Je), "object" != typeof t)) { var n = arguments[0], r = arguments[1], o = arguments[2], i = arguments[3]; (t = {}), void 0 !== n && (t.strength = n), void 0 !== r && (t.center = r), void 0 !== o && (t.innerRadius = o), void 0 !== i && (t.radius = i); } Object.assign( this, { strength: 0.1, center: [0, 0], innerRadius: 0, radius: -1 }, t ); } 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 = c), (e.AdvancedBloomFilter = y), (e.AsciiFilter = C), (e.BevelFilter = z), (e.BloomFilter = A), (e.BulgePinchFilter = O), (e.CRTFilter = Z), (e.ColorMapFilter = M), (e.ColorOverlayFilter = j), (e.ColorReplaceFilter = I), (e.ConvolutionFilter = N), (e.CrossHatchFilter = W), (e.DotFilter = V), (e.DropShadowFilter = J), (e.EmbossFilter = ne), (e.GlitchFilter = ie), (e.GlowFilter = ae), (e.GodrayFilter = he), (e.KawaseBlurFilter = d), (e.MotionBlurFilter = me), (e.MultiColorReplaceFilter = xe), (e.OldFilmFilter = be), (e.OutlineFilter = Fe), (e.PixelateFilter = we), (e.RGBSplitFilter = Ee), (e.RadialBlurFilter = De), (e.ReflectionFilter = Re), (e.ShockwaveFilter = Xe), (e.SimpleLightmapFilter = Ge), (e.TiltShiftAxisFilter = Ke), (e.TiltShiftFilter = Qe), (e.TiltShiftXFilter = Ye), (e.TiltShiftYFilter = Ze), (e.TwistFilter = He), (e.ZoomBlurFilter = et), e ); })({}, PIXI, PIXI, PIXI, PIXI.utils, PIXI, PIXI.filters, PIXI.filters); Object.assign(PIXI.filters, __filters); /*# sourceMappingURL=pixi-filters.js.map*/ // Tsukimi-customized pixi-Godray Filter /*! * @pixi/filter-godray - v3.1.0 * Compiled Wed, 11 Mar 2020 20:38:18 UTC * * @pixi/filter-godray is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license */ var __filters = (function (n, e, t) { "use strict"; var i = "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}", o = "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", r = "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 mist *= strength * fragColor.a;\n\n gl_FragColor = fragColor + mist;}\n", a = (function (n) { function e(e) { n.call(this, i, r.replace("${perlin}", o)), (this.uniforms.dimensions = new Float32Array(2)), "number" == typeof e && (console.warn( "GodrayFilter now uses options instead of (angle, gain, lacunarity, time, strength)" ), (e = { angle: e }), void 0 !== arguments[1] && (e.gain = arguments[1]), void 0 !== arguments[2] && (e.lacunarity = arguments[2]), void 0 !== arguments[3] && (e.time = arguments[3]), void 0 !== arguments[4] && (e.strength = arguments[4])), (e = Object.assign( { angle: 30, gain: 0.5, lacunarity: 2.5, time: 0, parallel: !0, center: [0, 0], strength: 1, }, e )), (this._angleLight = new t.Point()), (this.angle = e.angle), (this.gain = e.gain), (this.lacunarity = e.lacunarity), (this.parallel = e.parallel), (this.center = e.center), (this.time = e.time), (this.strength = e.strength); } n && (e.__proto__ = n), (e.prototype = Object.create(n && n.prototype)), (e.prototype.constructor = e); var a = { angle: { configurable: !0 }, gain: { configurable: !0 }, lacunarity: { configurable: !0 }, strength: { configurable: !0 }, }; return ( (e.prototype.apply = function (n, e, t, i) { var o = e.filterFrame, 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 e = n * t.DEG_TO_RAD; (this._angleLight.x = Math.cos(e)), (this._angleLight.y = Math.sin(e)); }), (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(e.prototype, a), e ); })(e.Filter); return (n.GodrayFilter = a), n; })({}, PIXI, PIXI); Object.assign(PIXI.filters, __filters); /*# sourceMappingURL=filter-godray.js.map*/ const _FNMap = Filter_Controller.filterNameMap; _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; // added 2020/08/23 _FNMap["bevel"] = PIXI.filters.BevelFilter; _FNMap["tiltshift"] = PIXI.filters.TiltShiftFilter; _FNMap["glitch"] = PIXI.filters.GlitchFilter; // some bugs exists in current version // Outline Filter // Simple Lightmap Filter