{"version":3,"file":"pixi-filters.js","sources":["../../../filters/adjustment/dist/filter-adjustment.mjs","../../../filters/kawase-blur/dist/filter-kawase-blur.mjs","../../../filters/advanced-bloom/dist/filter-advanced-bloom.mjs","../../../filters/ascii/dist/filter-ascii.mjs","../../../filters/bevel/dist/filter-bevel.mjs","../../../filters/bloom/dist/filter-bloom.mjs","../../../filters/bulge-pinch/dist/filter-bulge-pinch.mjs","../../../filters/color-map/dist/filter-color-map.mjs","../../../filters/color-overlay/dist/filter-color-overlay.mjs","../../../filters/color-replace/dist/filter-color-replace.mjs","../../../filters/convolution/dist/filter-convolution.mjs","../../../filters/cross-hatch/dist/filter-cross-hatch.mjs","../../../filters/crt/dist/filter-crt.mjs","../../../filters/dot/dist/filter-dot.mjs","../../../filters/drop-shadow/dist/filter-drop-shadow.mjs","../../../filters/emboss/dist/filter-emboss.mjs","../../../filters/glitch/dist/filter-glitch.mjs","../../../filters/glow/dist/filter-glow.mjs","../../../filters/godray/dist/filter-godray.mjs","../../../filters/motion-blur/dist/filter-motion-blur.mjs","../../../filters/multi-color-replace/dist/filter-multi-color-replace.mjs","../../../filters/old-film/dist/filter-old-film.mjs","../../../filters/outline/dist/filter-outline.mjs","../../../filters/pixelate/dist/filter-pixelate.mjs","../../../filters/radial-blur/dist/filter-radial-blur.mjs","../../../filters/reflection/dist/filter-reflection.mjs","../../../filters/rgb-split/dist/filter-rgb-split.mjs","../../../filters/shockwave/dist/filter-shockwave.mjs","../../../filters/simple-lightmap/dist/filter-simple-lightmap.mjs","../../../filters/tilt-shift/dist/filter-tilt-shift.mjs","../../../filters/twist/dist/filter-twist.mjs","../../../filters/zoom-blur/dist/filter-zoom-blur.mjs"],"sourcesContent":["/*!\n * @pixi/filter-adjustment - v4.2.0\n * Compiled Fri, 23 Sep 2022 20:46:34 UTC\n *\n * @pixi/filter-adjustment is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */import{Filter as a}from\"@pixi/core\";var e=`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=`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`;class s extends a{constructor(t){super(e,o),this.gamma=1,this.saturation=1,this.contrast=1,this.brightness=1,this.red=1,this.green=1,this.blue=1,this.alpha=1,Object.assign(this,t)}apply(t,r,n,i){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,t.applyFilter(this,r,n,i)}}export{s as AdjustmentFilter};\n//# sourceMappingURL=filter-adjustment.mjs.map\n","/*!\n * @pixi/filter-kawase-blur - v4.2.0\n * Compiled Fri, 23 Sep 2022 20:46:34 UTC\n *\n * @pixi/filter-kawase-blur is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */import{Filter as m,Point as h}from\"@pixi/core\";var c=`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}`,v=`\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}`,y=`\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`;class _ extends m{constructor(e=4,t=3,i=!1){super(c,i?y:v),this._kernels=[],this._blur=4,this._quality=3,this.uniforms.uOffset=new Float32Array(2),this._pixelSize=new h,this.pixelSize=1,this._clamp=i,Array.isArray(e)?this.kernels=e:(this._blur=e,this.quality=t)}apply(e,t,i,o){const n=this._pixelSize.x/t._frame.width,l=this._pixelSize.y/t._frame.height;let r;if(this._quality===1||this._blur===0)r=this._kernels[0]+.5,this.uniforms.uOffset[0]=r*n,this.uniforms.uOffset[1]=r*l,e.applyFilter(this,t,i,o);else{const x=e.getFilterTexture();let s=t,u=x,f;const p=this._quality-1;for(let a=0;ae+t+.5,0))}_generateKernels(){const e=this._blur,t=this._quality,i=[e];if(e>0){let o=e;const n=e/t;for(let l=1;l0?(this._kernels=e,this._quality=e.length,this._blur=Math.max(...e)):(this._kernels=[0],this._quality=1)}get clamp(){return this._clamp}set pixelSize(e){typeof e==\"number\"?(this._pixelSize.x=e,this._pixelSize.y=e):Array.isArray(e)?(this._pixelSize.x=e[0],this._pixelSize.y=e[1]):e instanceof h?(this._pixelSize.x=e.x,this._pixelSize.y=e.y):(this._pixelSize.x=1,this._pixelSize.y=1)}get pixelSize(){return this._pixelSize}get quality(){return this._quality}set quality(e){this._quality=Math.max(1,Math.round(e)),this._generateKernels()}get blur(){return this._blur}set blur(e){this._blur=e,this._generateKernels()}}export{_ as KawaseBlurFilter};\n//# sourceMappingURL=filter-kawase-blur.mjs.map\n","/*!\n * @pixi/filter-advanced-bloom - v4.2.0\n * Compiled Fri, 23 Sep 2022 20:46:34 UTC\n *\n * @pixi/filter-advanced-bloom is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */import{Filter as n,settings as u}from\"@pixi/core\";import{KawaseBlurFilter as h}from\"@pixi/filter-kawase-blur\";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}`,m=`\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`;class x extends n{constructor(r=.5){super(a,m),this.threshold=r}get threshold(){return this.uniforms.threshold}set threshold(r){this.uniforms.threshold=r}}var g=`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`;const c=class extends n{constructor(t){super(a,g),this.bloomScale=1,this.brightness=1,this._resolution=u.FILTER_RESOLUTION,typeof t==\"number\"&&(t={threshold:t});const r=Object.assign(c.defaults,t);this.bloomScale=r.bloomScale,this.brightness=r.brightness;const{kernels:l,blur:i,quality:s,pixelSize:o,resolution:e}=r;this._extractFilter=new x(r.threshold),this._extractFilter.resolution=e,this._blurFilter=l?new h(l):new h(i,s),this.pixelSize=o,this.resolution=e}apply(t,r,l,i,s){const o=t.getFilterTexture();this._extractFilter.apply(t,r,o,1,s);const e=t.getFilterTexture();this._blurFilter.apply(t,o,e,1),this.uniforms.bloomScale=this.bloomScale,this.uniforms.brightness=this.brightness,this.uniforms.bloomTexture=e,t.applyFilter(this,r,l,i),t.returnFilterTexture(e),t.returnFilterTexture(o)}get resolution(){return this._resolution}set resolution(t){this._resolution=t,this._extractFilter&&(this._extractFilter.resolution=t),this._blurFilter&&(this._blurFilter.resolution=t)}get threshold(){return this._extractFilter.threshold}set threshold(t){this._extractFilter.threshold=t}get kernels(){return this._blurFilter.kernels}set kernels(t){this._blurFilter.kernels=t}get blur(){return this._blurFilter.blur}set blur(t){this._blurFilter.blur=t}get quality(){return this._blurFilter.quality}set quality(t){this._blurFilter.quality=t}get pixelSize(){return this._blurFilter.pixelSize}set pixelSize(t){this._blurFilter.pixelSize=t}};let b=c;b.defaults={threshold:.5,bloomScale:1,brightness:1,kernels:null,blur:8,quality:4,pixelSize:1,resolution:u.FILTER_RESOLUTION};export{b as AdvancedBloomFilter};\n//# sourceMappingURL=filter-advanced-bloom.mjs.map\n","/*!\n * @pixi/filter-ascii - v4.2.0\n * Compiled Fri, 23 Sep 2022 20:46:34 UTC\n *\n * @pixi/filter-ascii is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */import{Filter as r}from\"@pixi/core\";var e=`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=`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`;class i extends r{constructor(n=8){super(e,o),this.size=n}get size(){return this.uniforms.pixelSize}set size(n){this.uniforms.pixelSize=n}}export{i as AsciiFilter};\n//# sourceMappingURL=filter-ascii.mjs.map\n","/*!\n * @pixi/filter-bevel - v4.2.0\n * Compiled Fri, 23 Sep 2022 20:46:34 UTC\n *\n * @pixi/filter-bevel is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */import{Filter as i,DEG_TO_RAD as t,utils as r}from\"@pixi/core\";var n=`attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n vTextureCoord = aTextureCoord;\n}`,e=`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`;class s extends i{constructor(o){super(n,e),this._thickness=2,this._angle=0,this.uniforms.lightColor=new Float32Array(3),this.uniforms.shadowColor=new Float32Array(3),Object.assign(this,{rotation:45,thickness:2,lightColor:16777215,lightAlpha:.7,shadowColor:0,shadowAlpha:.7},o),this.padding=1}_updateTransform(){this.uniforms.transformX=this._thickness*Math.cos(this._angle),this.uniforms.transformY=this._thickness*Math.sin(this._angle)}get rotation(){return this._angle/t}set rotation(o){this._angle=o*t,this._updateTransform()}get thickness(){return this._thickness}set thickness(o){this._thickness=o,this._updateTransform()}get lightColor(){return r.rgb2hex(this.uniforms.lightColor)}set lightColor(o){r.hex2rgb(o,this.uniforms.lightColor)}get lightAlpha(){return this.uniforms.lightAlpha}set lightAlpha(o){this.uniforms.lightAlpha=o}get shadowColor(){return r.rgb2hex(this.uniforms.shadowColor)}set shadowColor(o){r.hex2rgb(o,this.uniforms.shadowColor)}get shadowAlpha(){return this.uniforms.shadowAlpha}set shadowAlpha(o){this.uniforms.shadowAlpha=o}}export{s as BevelFilter};\n//# sourceMappingURL=filter-bevel.mjs.map\n","/*!\n * @pixi/filter-bloom - v4.2.0\n * Compiled Fri, 23 Sep 2022 20:46:34 UTC\n *\n * @pixi/filter-bloom is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */import{Filter as b,Point as F,BLEND_MODES as o,settings as n}from\"@pixi/core\";import{AlphaFilter as h}from\"@pixi/filter-alpha\";import{BlurFilterPass as s}from\"@pixi/filter-blur\";class p extends b{constructor(t=2,l=4,e=n.FILTER_RESOLUTION,i=5){super();let r,u;typeof t==\"number\"?(r=t,u=t):t instanceof F?(r=t.x,u=t.y):Array.isArray(t)&&(r=t[0],u=t[1]),this.blurXFilter=new s(!0,r,l,e,i),this.blurYFilter=new s(!1,u,l,e,i),this.blurYFilter.blendMode=o.SCREEN,this.defaultFilter=new h}apply(t,l,e,i){const r=t.getFilterTexture();this.defaultFilter.apply(t,l,e,i),this.blurXFilter.apply(t,l,r,1),this.blurYFilter.apply(t,r,e,0),t.returnFilterTexture(r)}get blur(){return this.blurXFilter.blur}set blur(t){this.blurXFilter.blur=this.blurYFilter.blur=t}get blurX(){return this.blurXFilter.blur}set blurX(t){this.blurXFilter.blur=t}get blurY(){return this.blurYFilter.blur}set blurY(t){this.blurYFilter.blur=t}}export{p as BloomFilter};\n//# sourceMappingURL=filter-bloom.mjs.map\n","/*!\n * @pixi/filter-bulge-pinch - v4.2.0\n * Compiled Fri, 23 Sep 2022 20:46:34 UTC\n *\n * @pixi/filter-bulge-pinch is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */import{Filter as c}from\"@pixi/core\";var d=`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=`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`;const n=class extends c{constructor(e){super(d,u),this.uniforms.dimensions=new Float32Array(2),Object.assign(this,n.defaults,e)}apply(e,r,o,i){const{width:s,height:a}=r.filterFrame;this.uniforms.dimensions[0]=s,this.uniforms.dimensions[1]=a,e.applyFilter(this,r,o,i)}get radius(){return this.uniforms.radius}set radius(e){this.uniforms.radius=e}get strength(){return this.uniforms.strength}set strength(e){this.uniforms.strength=e}get center(){return this.uniforms.center}set center(e){this.uniforms.center=e}};let t=n;t.defaults={center:[.5,.5],radius:100,strength:1};export{t as BulgePinchFilter};\n//# sourceMappingURL=filter-bulge-pinch.mjs.map\n","/*!\n * @pixi/filter-color-map - v4.2.0\n * Compiled Fri, 23 Sep 2022 20:46:34 UTC\n *\n * @pixi/filter-color-map is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */import{Filter as n,Texture as s,MIPMAP_MODES as o,SCALE_MODES as r}from\"@pixi/core\";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}`,c=`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}`;class u extends n{constructor(e,i=!1,t=1){super(a,c),this.mix=1,this._size=0,this._sliceSize=0,this._slicePixelSize=0,this._sliceInnerSize=0,this._nearest=!1,this._scaleMode=null,this._colorMap=null,this._scaleMode=null,this.nearest=i,this.mix=t,this.colorMap=e}apply(e,i,t,l){this.uniforms._mix=this.mix,e.applyFilter(this,i,t,l)}get colorSize(){return this._size}get colorMap(){return this._colorMap}set colorMap(e){!e||(e instanceof s||(e=s.from(e)),e!=null&&e.baseTexture&&(e.baseTexture.scaleMode=this._scaleMode,e.baseTexture.mipmap=o.OFF,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)}get nearest(){return this._nearest}set nearest(e){this._nearest=e,this._scaleMode=e?r.NEAREST:r.LINEAR;const i=this._colorMap;i&&i.baseTexture&&(i.baseTexture._glTextures={},i.baseTexture.scaleMode=this._scaleMode,i.baseTexture.mipmap=o.OFF,i._updateID++,i.baseTexture.emit(\"update\",i.baseTexture))}updateColorMap(){const e=this._colorMap;e&&e.baseTexture&&(e._updateID++,e.baseTexture.emit(\"update\",e.baseTexture),this.colorMap=e)}destroy(e=!1){this._colorMap&&this._colorMap.destroy(e),super.destroy()}}export{u as ColorMapFilter};\n//# sourceMappingURL=filter-color-map.mjs.map\n","/*!\n * @pixi/filter-color-overlay - v4.2.0\n * Compiled Fri, 23 Sep 2022 20:46:34 UTC\n *\n * @pixi/filter-color-overlay is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */import{Filter as e,utils as t}from\"@pixi/core\";var n=`attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n vTextureCoord = aTextureCoord;\n}`,a=`varying vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform vec3 color;\nuniform float alpha;\n\nvoid main(void) {\n vec4 currentColor = texture2D(uSampler, vTextureCoord);\n gl_FragColor = vec4(mix(currentColor.rgb, color.rgb, currentColor.a * alpha), currentColor.a);\n}\n`;class i extends e{constructor(o=0,r=1){super(n,a),this._color=0,this._alpha=1,this.uniforms.color=new Float32Array(3),this.color=o,this.alpha=r}set color(o){const r=this.uniforms.color;typeof o==\"number\"?(t.hex2rgb(o,r),this._color=o):(r[0]=o[0],r[1]=o[1],r[2]=o[2],this._color=t.rgb2hex(r))}get color(){return this._color}set alpha(o){this.uniforms.alpha=o,this._alpha=o}get alpha(){return this._alpha}}export{i as ColorOverlayFilter};\n//# sourceMappingURL=filter-color-overlay.mjs.map\n","/*!\n * @pixi/filter-color-replace - v4.2.0\n * Compiled Fri, 23 Sep 2022 20:46:34 UTC\n *\n * @pixi/filter-color-replace is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */import{Filter as i,utils as e}from\"@pixi/core\";var t=`attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n vTextureCoord = aTextureCoord;\n}`,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`;class s extends i{constructor(o=16711680,r=0,n=.4){super(t,l),this._originalColor=16711680,this._newColor=0,this.uniforms.originalColor=new Float32Array(3),this.uniforms.newColor=new Float32Array(3),this.originalColor=o,this.newColor=r,this.epsilon=n}set originalColor(o){const r=this.uniforms.originalColor;typeof o==\"number\"?(e.hex2rgb(o,r),this._originalColor=o):(r[0]=o[0],r[1]=o[1],r[2]=o[2],this._originalColor=e.rgb2hex(r))}get originalColor(){return this._originalColor}set newColor(o){const r=this.uniforms.newColor;typeof o==\"number\"?(e.hex2rgb(o,r),this._newColor=o):(r[0]=o[0],r[1]=o[1],r[2]=o[2],this._newColor=e.rgb2hex(r))}get newColor(){return this._newColor}set epsilon(o){this.uniforms.epsilon=o}get epsilon(){return this.uniforms.epsilon}}export{s as ColorReplaceFilter};\n//# sourceMappingURL=filter-color-replace.mjs.map\n","/*!\n * @pixi/filter-convolution - v4.2.0\n * Compiled Fri, 23 Sep 2022 20:46:34 UTC\n *\n * @pixi/filter-convolution is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */import{Filter as i}from\"@pixi/core\";var o=`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}`,x=`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`;class n extends i{constructor(e,t=200,r=200){super(o,x),this.uniforms.texelSize=new Float32Array(2),this.uniforms.matrix=new Float32Array(9),e!==void 0&&(this.matrix=e),this.width=t,this.height=r}get matrix(){return this.uniforms.matrix}set matrix(e){e.forEach((t,r)=>{this.uniforms.matrix[r]=t})}get width(){return 1/this.uniforms.texelSize[0]}set width(e){this.uniforms.texelSize[0]=1/e}get height(){return 1/this.uniforms.texelSize[1]}set height(e){this.uniforms.texelSize[1]=1/e}}export{n as ConvolutionFilter};\n//# sourceMappingURL=filter-convolution.mjs.map\n","/*!\n * @pixi/filter-cross-hatch - v4.2.0\n * Compiled Fri, 23 Sep 2022 20:46:34 UTC\n *\n * @pixi/filter-cross-hatch is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */import{Filter as n}from\"@pixi/core\";var r=`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=`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`;class e extends n{constructor(){super(r,o)}}export{e as CrossHatchFilter};\n//# sourceMappingURL=filter-cross-hatch.mjs.map\n","/*!\n * @pixi/filter-crt - v4.2.0\n * Compiled Fri, 23 Sep 2022 20:46:34 UTC\n *\n * @pixi/filter-crt is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */import{Filter as u}from\"@pixi/core\";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}`,g=`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 dir = vec2(vTextureCoord.xy * filterArea.xy / dimensions - vec2(0.5, 0.5));\n \n gl_FragColor = texture2D(uSampler, vTextureCoord);\n vec3 rgb = gl_FragColor.rgb;\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 {\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 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`;const e=class extends u{constructor(n){super(a,g),this.time=0,this.seed=0,this.uniforms.dimensions=new Float32Array(2),Object.assign(this,e.defaults,n)}apply(n,i,r,o){const{width:s,height:l}=i.filterFrame;this.uniforms.dimensions[0]=s,this.uniforms.dimensions[1]=l,this.uniforms.seed=this.seed,this.uniforms.time=this.time,n.applyFilter(this,i,r,o)}set curvature(n){this.uniforms.curvature=n}get curvature(){return this.uniforms.curvature}set lineWidth(n){this.uniforms.lineWidth=n}get lineWidth(){return this.uniforms.lineWidth}set lineContrast(n){this.uniforms.lineContrast=n}get lineContrast(){return this.uniforms.lineContrast}set verticalLine(n){this.uniforms.verticalLine=n}get verticalLine(){return this.uniforms.verticalLine}set noise(n){this.uniforms.noise=n}get noise(){return this.uniforms.noise}set noiseSize(n){this.uniforms.noiseSize=n}get noiseSize(){return this.uniforms.noiseSize}set vignetting(n){this.uniforms.vignetting=n}get vignetting(){return this.uniforms.vignetting}set vignettingAlpha(n){this.uniforms.vignettingAlpha=n}get vignettingAlpha(){return this.uniforms.vignettingAlpha}set vignettingBlur(n){this.uniforms.vignettingBlur=n}get vignettingBlur(){return this.uniforms.vignettingBlur}};let t=e;t.defaults={curvature:1,lineWidth:1,lineContrast:.25,verticalLine:!1,noise:0,noiseSize:1,seed:0,vignetting:.3,vignettingAlpha:1,vignettingBlur:.3,time:0};export{t as CRTFilter};\n//# sourceMappingURL=filter-crt.mjs.map\n","/*!\n * @pixi/filter-dot - v4.2.0\n * Compiled Fri, 23 Sep 2022 20:46:34 UTC\n *\n * @pixi/filter-dot is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */import{Filter as r}from\"@pixi/core\";var o=`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}`,t=`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`;class a extends r{constructor(e=1,n=5){super(o,t),this.scale=e,this.angle=n}get scale(){return this.uniforms.scale}set scale(e){this.uniforms.scale=e}get angle(){return this.uniforms.angle}set angle(e){this.uniforms.angle=e}}export{a as DotFilter};\n//# sourceMappingURL=filter-dot.mjs.map\n","/*!\n * @pixi/filter-drop-shadow - v4.2.0\n * Compiled Fri, 23 Sep 2022 20:46:34 UTC\n *\n * @pixi/filter-drop-shadow is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */import{KawaseBlurFilter as o}from\"@pixi/filter-kawase-blur\";import{settings as a,Filter as u,Point as x,DEG_TO_RAD as h,utils as p}from\"@pixi/core\";var S=`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}`,w=`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}`,O=Object.defineProperty,c=Object.getOwnPropertySymbols,T=Object.prototype.hasOwnProperty,P=Object.prototype.propertyIsEnumerable,d=(t,i,e)=>i in t?O(t,i,{enumerable:!0,configurable:!0,writable:!0,value:e}):t[i]=e,_=(t,i)=>{for(var e in i||(i={}))T.call(i,e)&&d(t,e,i[e]);if(c)for(var e of c(i))P.call(i,e)&&d(t,e,i[e]);return t};const n=class extends u{constructor(t){super(),this.angle=45,this._distance=5,this._resolution=a.FILTER_RESOLUTION;const i=t?_(_({},n.defaults),t):n.defaults,{kernels:e,blur:l,quality:r,pixelSize:F,resolution:s}=i;this._tintFilter=new u(S,w),this._tintFilter.uniforms.color=new Float32Array(4),this._tintFilter.uniforms.shift=new x,this._tintFilter.resolution=s,this._blurFilter=e?new o(e):new o(l,r),this.pixelSize=F,this.resolution=s;const{shadowOnly:f,rotation:g,distance:m,alpha:v,color:y}=i;this.shadowOnly=f,this.rotation=g,this.distance=m,this.alpha=v,this.color=y,this._updatePadding()}apply(t,i,e,l){const r=t.getFilterTexture();this._tintFilter.apply(t,i,r,1),this._blurFilter.apply(t,r,e,l),this.shadowOnly!==!0&&t.applyFilter(this,i,e,0),t.returnFilterTexture(r)}_updatePadding(){this.padding=this.distance+this.blur*2}_updateShift(){this._tintFilter.uniforms.shift.set(this.distance*Math.cos(this.angle),this.distance*Math.sin(this.angle))}get resolution(){return this._resolution}set resolution(t){this._resolution=t,this._tintFilter&&(this._tintFilter.resolution=t),this._blurFilter&&(this._blurFilter.resolution=t)}get distance(){return this._distance}set distance(t){this._distance=t,this._updatePadding(),this._updateShift()}get rotation(){return this.angle/h}set rotation(t){this.angle=t*h,this._updateShift()}get alpha(){return this._tintFilter.uniforms.alpha}set alpha(t){this._tintFilter.uniforms.alpha=t}get color(){return p.rgb2hex(this._tintFilter.uniforms.color)}set color(t){p.hex2rgb(t,this._tintFilter.uniforms.color)}get kernels(){return this._blurFilter.kernels}set kernels(t){this._blurFilter.kernels=t}get blur(){return this._blurFilter.blur}set blur(t){this._blurFilter.blur=t,this._updatePadding()}get quality(){return this._blurFilter.quality}set quality(t){this._blurFilter.quality=t}get pixelSize(){return this._blurFilter.pixelSize}set pixelSize(t){this._blurFilter.pixelSize=t}};let b=n;b.defaults={rotation:45,distance:5,color:0,alpha:.5,shadowOnly:!1,kernels:null,blur:2,quality:3,pixelSize:1,resolution:a.FILTER_RESOLUTION};export{b as DropShadowFilter};\n//# sourceMappingURL=filter-drop-shadow.mjs.map\n","/*!\n * @pixi/filter-emboss - v4.2.0\n * Compiled Fri, 23 Sep 2022 20:46:34 UTC\n *\n * @pixi/filter-emboss is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */import{Filter as e}from\"@pixi/core\";var t=`attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n vTextureCoord = aTextureCoord;\n}`,o=`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`;class n extends e{constructor(r=5){super(t,o),this.strength=r}get strength(){return this.uniforms.strength}set strength(r){this.uniforms.strength=r}}export{n as EmbossFilter};\n//# sourceMappingURL=filter-emboss.mjs.map\n","/*!\n * @pixi/filter-glitch - v4.2.0\n * Compiled Fri, 23 Sep 2022 20:46:34 UTC\n *\n * @pixi/filter-glitch is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */import{Filter as d,Texture as h,SCALE_MODES as m,DEG_TO_RAD as u}from\"@pixi/core\";var p=`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}`,M=`// 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`;const c=class extends d{constructor(e){super(p,M),this.offset=100,this.fillMode=c.TRANSPARENT,this.average=!1,this.seed=0,this.minSize=8,this.sampleSize=512,this._slices=0,this._offsets=new Float32Array(1),this._sizes=new Float32Array(1),this._direction=-1,this.uniforms.dimensions=new Float32Array(2),this._canvas=document.createElement(\"canvas\"),this._canvas.width=4,this._canvas.height=this.sampleSize,this.texture=h.from(this._canvas,{scaleMode:m.NEAREST}),Object.assign(this,c.defaults,e)}apply(e,s,i,t){const{width:n,height:r}=s.filterFrame;this.uniforms.dimensions[0]=n,this.uniforms.dimensions[1]=r,this.uniforms.aspect=r/n,this.uniforms.seed=this.seed,this.uniforms.offset=this.offset,this.uniforms.fillMode=this.fillMode,e.applyFilter(this,s,i,t)}_randomizeSizes(){const e=this._sizes,s=this._slices-1,i=this.sampleSize,t=Math.min(this.minSize/i,.9/this._slices);if(this.average){const n=this._slices;let r=1;for(let o=0;o0;i--){const t=Math.random()*i>>0,n=e[i];e[i]=e[t],e[t]=n}}_randomizeOffsets(){for(let e=0;e0?t:0,f=t<0?-t:0;i.fillStyle=`rgba(${a}, ${f}, 0, 1)`,i.fillRect(0,n>>0,e,o+1>>0),n+=o}s.baseTexture.update(),this.uniforms.displacementMap=s}set sizes(e){const s=Math.min(this._slices,e.length);for(let i=0;i>0)+1}set offset(e){this.uniforms.uOffset=e}get offset(){return this.uniforms.uOffset}}export{u as MotionBlurFilter};\n//# sourceMappingURL=filter-motion-blur.mjs.map\n","/*!\n * @pixi/filter-multi-color-replace - v4.2.0\n * Compiled Fri, 23 Sep 2022 20:46:34 UTC\n *\n * @pixi/filter-multi-color-replace is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */import{Filter as m,utils as a}from\"@pixi/core\";var c=`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}`,g=`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`;class h extends m{constructor(o,i=.05,e=o.length){super(c,g.replace(/%maxColors%/g,e.toFixed(0))),this._replacements=[],this._maxColors=0,this.epsilon=i,this._maxColors=e,this.uniforms.originalColors=new Float32Array(e*3),this.uniforms.targetColors=new Float32Array(e*3),this.replacements=o}set replacements(o){const i=this.uniforms.originalColors,e=this.uniforms.targetColors,l=o.length;if(l>this._maxColors)throw new Error(`Length of replacements (${l}) exceeds the maximum colors length (${this._maxColors})`);i[l*3]=-1;for(let r=0;r 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`;const s=class extends c{constructor(n,i=0){super(l,d),this.seed=0,this.uniforms.dimensions=new Float32Array(2),typeof n==\"number\"?(this.seed=n,n=void 0):this.seed=i,Object.assign(this,s.defaults,n)}apply(n,i,o,a){var t,e;this.uniforms.dimensions[0]=(t=i.filterFrame)==null?void 0:t.width,this.uniforms.dimensions[1]=(e=i.filterFrame)==null?void 0:e.height,this.uniforms.seed=this.seed,n.applyFilter(this,i,o,a)}set sepia(n){this.uniforms.sepia=n}get sepia(){return this.uniforms.sepia}set noise(n){this.uniforms.noise=n}get noise(){return this.uniforms.noise}set noiseSize(n){this.uniforms.noiseSize=n}get noiseSize(){return this.uniforms.noiseSize}set scratch(n){this.uniforms.scratch=n}get scratch(){return this.uniforms.scratch}set scratchDensity(n){this.uniforms.scratchDensity=n}get scratchDensity(){return this.uniforms.scratchDensity}set scratchWidth(n){this.uniforms.scratchWidth=n}get scratchWidth(){return this.uniforms.scratchWidth}set vignetting(n){this.uniforms.vignetting=n}get vignetting(){return this.uniforms.vignetting}set vignettingAlpha(n){this.uniforms.vignettingAlpha=n}get vignettingAlpha(){return this.uniforms.vignettingAlpha}set vignettingBlur(n){this.uniforms.vignettingBlur=n}get vignettingBlur(){return this.uniforms.vignettingBlur}};let r=s;r.defaults={sepia:.3,noise:.3,noiseSize:1,scratch:.5,scratchDensity:.3,scratchWidth:1,vignetting:.3,vignettingAlpha:1,vignettingBlur:.3};export{r as OldFilmFilter};\n//# sourceMappingURL=filter-old-film.mjs.map\n","/*!\n * @pixi/filter-outline - v4.2.0\n * Compiled Fri, 23 Sep 2022 20:46:34 UTC\n *\n * @pixi/filter-outline is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */import{Filter as l,utils as i}from\"@pixi/core\";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}`,c=`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`;const o=class extends l{constructor(e=1,t=0,n=.1){super(a,c.replace(/\\$\\{angleStep\\}/,o.getAngleStep(n))),this._thickness=1,this.uniforms.thickness=new Float32Array([0,0]),this.uniforms.outlineColor=new Float32Array([0,0,0,1]),Object.assign(this,{thickness:e,color:t,quality:n})}static getAngleStep(e){const t=Math.max(e*o.MAX_SAMPLES,o.MIN_SAMPLES);return(Math.PI*2/t).toFixed(7)}apply(e,t,n,s){this.uniforms.thickness[0]=this._thickness/t._frame.width,this.uniforms.thickness[1]=this._thickness/t._frame.height,e.applyFilter(this,t,n,s)}get color(){return i.rgb2hex(this.uniforms.outlineColor)}set color(e){i.hex2rgb(e,this.uniforms.outlineColor)}get thickness(){return this._thickness}set thickness(e){this._thickness=e,this.padding=e}};let r=o;r.MIN_SAMPLES=1,r.MAX_SAMPLES=100;export{r as OutlineFilter};\n//# sourceMappingURL=filter-outline.mjs.map\n","/*!\n * @pixi/filter-pixelate - v4.2.0\n * Compiled Fri, 23 Sep 2022 20:46:34 UTC\n *\n * @pixi/filter-pixelate is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */import{Filter as o}from\"@pixi/core\";var e=`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}`,n=`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`;class i extends o{constructor(r=10){super(e,n),this.size=r}get size(){return this.uniforms.size}set size(r){typeof r==\"number\"&&(r=[r,r]),this.uniforms.size=r}}export{i as PixelateFilter};\n//# sourceMappingURL=filter-pixelate.mjs.map\n","/*!\n * @pixi/filter-radial-blur - v4.2.0\n * Compiled Fri, 23 Sep 2022 20:46:34 UTC\n *\n * @pixi/filter-radial-blur is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */import{Filter as i}from\"@pixi/core\";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}`,o=`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`;class l extends i{constructor(n=0,e=[0,0],r=5,t=-1){super(a,o),this._angle=0,this.angle=n,this.center=e,this.kernelSize=r,this.radius=t}apply(n,e,r,t){this.uniforms.uKernelSize=this._angle!==0?this.kernelSize:0,n.applyFilter(this,e,r,t)}set angle(n){this._angle=n,this.uniforms.uRadian=n*Math.PI/180}get angle(){return this._angle}get center(){return this.uniforms.uCenter}set center(n){this.uniforms.uCenter=n}get radius(){return this.uniforms.uRadius}set radius(n){(n<0||n===1/0)&&(n=-1),this.uniforms.uRadius=n}}export{l as RadialBlurFilter};\n//# sourceMappingURL=filter-radial-blur.mjs.map\n","/*!\n * @pixi/filter-reflection - v4.2.0\n * Compiled Fri, 23 Sep 2022 20:46:34 UTC\n *\n * @pixi/filter-reflection is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */import{Filter as l}from\"@pixi/core\";var m=`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}`,s=`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`;const i=class extends l{constructor(r){super(m,s),this.time=0,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,i.defaults,r)}apply(r,e,a,u){var n,t;this.uniforms.dimensions[0]=(n=e.filterFrame)==null?void 0:n.width,this.uniforms.dimensions[1]=(t=e.filterFrame)==null?void 0:t.height,this.uniforms.time=this.time,r.applyFilter(this,e,a,u)}set mirror(r){this.uniforms.mirror=r}get mirror(){return this.uniforms.mirror}set boundary(r){this.uniforms.boundary=r}get boundary(){return this.uniforms.boundary}set amplitude(r){this.uniforms.amplitude[0]=r[0],this.uniforms.amplitude[1]=r[1]}get amplitude(){return this.uniforms.amplitude}set waveLength(r){this.uniforms.waveLength[0]=r[0],this.uniforms.waveLength[1]=r[1]}get waveLength(){return this.uniforms.waveLength}set alpha(r){this.uniforms.alpha[0]=r[0],this.uniforms.alpha[1]=r[1]}get alpha(){return this.uniforms.alpha}};let o=i;o.defaults={mirror:!0,boundary:.5,amplitude:[0,20],waveLength:[30,100],alpha:[1,1],time:0};export{o as ReflectionFilter};\n//# sourceMappingURL=filter-reflection.mjs.map\n","/*!\n * @pixi/filter-rgb-split - v4.2.0\n * Compiled Fri, 23 Sep 2022 20:46:34 UTC\n *\n * @pixi/filter-rgb-split is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */import{Filter as n}from\"@pixi/core\";var o=`attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n vTextureCoord = aTextureCoord;\n}`,i=`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`;class u extends n{constructor(e=[-10,0],r=[0,10],t=[0,0]){super(o,i),this.red=e,this.green=r,this.blue=t}get red(){return this.uniforms.red}set red(e){this.uniforms.red=e}get green(){return this.uniforms.green}set green(e){this.uniforms.green=e}get blue(){return this.uniforms.blue}set blue(e){this.uniforms.blue=e}}export{u as RGBSplitFilter};\n//# sourceMappingURL=filter-rgb-split.mjs.map\n","/*!\n * @pixi/filter-shockwave - v4.2.0\n * Compiled Fri, 23 Sep 2022 20:46:34 UTC\n *\n * @pixi/filter-shockwave is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */import{Filter as a}from\"@pixi/core\";var s=`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}`,f=`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`;const n=class extends a{constructor(e=[0,0],r,t=0){super(s,f),this.center=e,Object.assign(this,n.defaults,r),this.time=t}apply(e,r,t,o){this.uniforms.time=this.time,e.applyFilter(this,r,t,o)}get center(){return this.uniforms.center}set center(e){this.uniforms.center=e}get amplitude(){return this.uniforms.amplitude}set amplitude(e){this.uniforms.amplitude=e}get wavelength(){return this.uniforms.wavelength}set wavelength(e){this.uniforms.wavelength=e}get brightness(){return this.uniforms.brightness}set brightness(e){this.uniforms.brightness=e}get speed(){return this.uniforms.speed}set speed(e){this.uniforms.speed=e}get radius(){return this.uniforms.radius}set radius(e){this.uniforms.radius=e}};let i=n;i.defaults={amplitude:30,wavelength:160,brightness:1,speed:500,radius:-1};export{i as ShockwaveFilter};\n//# sourceMappingURL=filter-shockwave.mjs.map\n","/*!\n * @pixi/filter-simple-lightmap - v4.2.0\n * Compiled Fri, 23 Sep 2022 20:46:34 UTC\n *\n * @pixi/filter-simple-lightmap is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */import{Filter as a,utils as n}from\"@pixi/core\";var l=`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;\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`;class m extends a{constructor(o,e=0,i=1){super(l,u),this._color=0,this.uniforms.dimensions=new Float32Array(2),this.uniforms.ambientColor=new Float32Array([0,0,0,i]),this.texture=o,this.color=e}apply(o,e,i,s){var r,t;this.uniforms.dimensions[0]=(r=e.filterFrame)==null?void 0:r.width,this.uniforms.dimensions[1]=(t=e.filterFrame)==null?void 0:t.height,o.applyFilter(this,e,i,s)}get texture(){return this.uniforms.uLightmap}set texture(o){this.uniforms.uLightmap=o}set color(o){const e=this.uniforms.ambientColor;typeof o==\"number\"?(n.hex2rgb(o,e),this._color=o):(e[0]=o[0],e[1]=o[1],e[2]=o[2],e[3]=o[3],this._color=n.rgb2hex(e))}get color(){return this._color}get alpha(){return this.uniforms.ambientColor[3]}set alpha(o){this.uniforms.ambientColor[3]=o}}export{m as SimpleLightmapFilter};\n//# sourceMappingURL=filter-simple-lightmap.mjs.map\n","/*!\n * @pixi/filter-tilt-shift - v4.2.0\n * Compiled Fri, 23 Sep 2022 20:46:34 UTC\n *\n * @pixi/filter-tilt-shift is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */import{Filter as a,Point as n}from\"@pixi/core\";var d=`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}`,f=`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`;class o extends a{constructor(t=100,i=600,e,r){super(d,f),this.uniforms.blur=t,this.uniforms.gradientBlur=i,this.uniforms.start=e||new n(0,window.innerHeight/2),this.uniforms.end=r||new n(600,window.innerHeight/2),this.uniforms.delta=new n(30,30),this.uniforms.texSize=new n(window.innerWidth,window.innerHeight),this.updateDelta()}updateDelta(){this.uniforms.delta.x=0,this.uniforms.delta.y=0}get blur(){return this.uniforms.blur}set blur(t){this.uniforms.blur=t}get gradientBlur(){return this.uniforms.gradientBlur}set gradientBlur(t){this.uniforms.gradientBlur=t}get start(){return this.uniforms.start}set start(t){this.uniforms.start=t,this.updateDelta()}get end(){return this.uniforms.end}set end(t){this.uniforms.end=t,this.updateDelta()}}class u extends o{updateDelta(){const t=this.uniforms.end.x-this.uniforms.start.x,i=this.uniforms.end.y-this.uniforms.start.y,e=Math.sqrt(t*t+i*i);this.uniforms.delta.x=t/e,this.uniforms.delta.y=i/e}}class h extends o{updateDelta(){const t=this.uniforms.end.x-this.uniforms.start.x,i=this.uniforms.end.y-this.uniforms.start.y,e=Math.sqrt(t*t+i*i);this.uniforms.delta.x=-i/e,this.uniforms.delta.y=t/e}}class m extends a{constructor(t=100,i=600,e,r){super(),this.tiltShiftXFilter=new u(t,i,e,r),this.tiltShiftYFilter=new h(t,i,e,r)}apply(t,i,e,r){const l=t.getFilterTexture();this.tiltShiftXFilter.apply(t,i,l,1),this.tiltShiftYFilter.apply(t,l,e,r),t.returnFilterTexture(l)}get blur(){return this.tiltShiftXFilter.blur}set blur(t){this.tiltShiftXFilter.blur=this.tiltShiftYFilter.blur=t}get gradientBlur(){return this.tiltShiftXFilter.gradientBlur}set gradientBlur(t){this.tiltShiftXFilter.gradientBlur=this.tiltShiftYFilter.gradientBlur=t}get start(){return this.tiltShiftXFilter.start}set start(t){this.tiltShiftXFilter.start=this.tiltShiftYFilter.start=t}get end(){return this.tiltShiftXFilter.end}set end(t){this.tiltShiftXFilter.end=this.tiltShiftYFilter.end=t}}export{o as TiltShiftAxisFilter,m as TiltShiftFilter,u as TiltShiftXFilter,h as TiltShiftYFilter};\n//# sourceMappingURL=filter-tilt-shift.mjs.map\n","/*!\n * @pixi/filter-twist - v4.2.0\n * Compiled Fri, 23 Sep 2022 20:46:34 UTC\n *\n * @pixi/filter-twist is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */import{Point as e,Filter as t}from\"@pixi/core\";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}`,a=`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`;const n=class extends t{constructor(o){super(i,a),Object.assign(this,n.defaults,o)}get offset(){return this.uniforms.offset}set offset(o){this.uniforms.offset=o}get radius(){return this.uniforms.radius}set radius(o){this.uniforms.radius=o}get angle(){return this.uniforms.angle}set angle(o){this.uniforms.angle=o}};let r=n;r.defaults={radius:200,angle:4,padding:20,offset:new e};export{r as TwistFilter};\n//# sourceMappingURL=filter-twist.mjs.map\n","/*!\n * @pixi/filter-zoom-blur - v4.2.0\n * Compiled Fri, 23 Sep 2022 20:46:34 UTC\n *\n * @pixi/filter-zoom-blur is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */import{Filter as s}from\"@pixi/core\";var l=`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;\nuniform vec4 filterArea;\n\nuniform vec2 uCenter;\nuniform float uStrength;\nuniform float uInnerRadius;\nuniform float uRadius;\n\nconst float MAX_KERNEL_SIZE = \\${maxKernelSize};\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`,i=Object.getOwnPropertySymbols,d=Object.prototype.hasOwnProperty,f=Object.prototype.propertyIsEnumerable,c=(n,t)=>{var r={};for(var e in n)d.call(n,e)&&t.indexOf(e)<0&&(r[e]=n[e]);if(n!=null&&i)for(var e of i(n))t.indexOf(e)<0&&f.call(n,e)&&(r[e]=n[e]);return r};const a=class extends s{constructor(n){const t=Object.assign(a.defaults,n),{maxKernelSize:r}=t,e=c(t,[\"maxKernelSize\"]);super(l,u.replace(\"${maxKernelSize}\",r.toFixed(1))),Object.assign(this,e)}get center(){return this.uniforms.uCenter}set center(n){this.uniforms.uCenter=n}get strength(){return this.uniforms.uStrength}set strength(n){this.uniforms.uStrength=n}get innerRadius(){return this.uniforms.uInnerRadius}set innerRadius(n){this.uniforms.uInnerRadius=n}get radius(){return this.uniforms.uRadius}set radius(n){(n<0||n===1/0)&&(n=-1),this.uniforms.uRadius=n}};let o=a;o.defaults={strength:.1,center:[0,0],innerRadius:0,radius:-1,maxKernelSize:32};export{o as ZoomBlurFilter};\n//# 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