{"version":3,"file":"pixi-filters.js","sources":["../../filters/adjustment/lib/filter-adjustment.es.js","../../filters/kawase-blur/lib/filter-kawase-blur.es.js","../../filters/advanced-bloom/lib/filter-advanced-bloom.es.js","../../filters/ascii/lib/filter-ascii.es.js","../../filters/bevel/lib/filter-bevel.es.js","../../filters/bloom/lib/filter-bloom.es.js","../../filters/bulge-pinch/lib/filter-bulge-pinch.es.js","../../filters/color-map/lib/filter-color-map.es.js","../../filters/color-replace/lib/filter-color-replace.es.js","../../filters/convolution/lib/filter-convolution.es.js","../../filters/cross-hatch/lib/filter-cross-hatch.es.js","../../filters/crt/lib/filter-crt.es.js","../../filters/dot/lib/filter-dot.es.js","../../filters/drop-shadow/lib/filter-drop-shadow.es.js","../../filters/emboss/lib/filter-emboss.es.js","../../filters/glitch/lib/filter-glitch.es.js","../../filters/glow/lib/filter-glow.es.js","../../filters/godray/lib/filter-godray.es.js","../../filters/motion-blur/lib/filter-motion-blur.es.js","../../filters/multi-color-replace/lib/filter-multi-color-replace.es.js","../../filters/old-film/lib/filter-old-film.es.js","../../filters/outline/lib/filter-outline.es.js","../../filters/pixelate/lib/filter-pixelate.es.js","../../filters/radial-blur/lib/filter-radial-blur.es.js","../../filters/reflection/lib/filter-reflection.es.js","../../filters/rgb-split/lib/filter-rgb-split.es.js","../../filters/shockwave/lib/filter-shockwave.es.js","../../filters/simple-lightmap/lib/filter-simple-lightmap.es.js","../../filters/tilt-shift/lib/filter-tilt-shift.es.js","../../filters/twist/lib/filter-twist.es.js","../../filters/zoom-blur/lib/filter-zoom-blur.es.js"],"sourcesContent":["/*!\n * @pixi/filter-adjustment - v2.5.0\n * Compiled Thu, 03 May 2018 14:20:43 UTC\n *\n * @pixi/filter-adjustment is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport{Filter}from\"pixi.js\";var vertex=\"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}\",fragment=\"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\",AdjustmentFilter=function(t){function r(r){t.call(this,vertex,fragment),Object.assign(this,{gamma:1,saturation:1,contrast:1,brightness:1,red:1,green:1,blue:1,alpha:1},r)}return t&&(r.__proto__=t),r.prototype=Object.create(t&&t.prototype),r.prototype.constructor=r,r.prototype.apply=function(t,r,n,e){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,e)},r}(Filter);export{AdjustmentFilter};\n//# sourceMappingURL=filter-adjustment.es.js.map\n","/*!\n * @pixi/filter-kawase-blur - v2.6.0\n * Compiled Thu, 03 May 2018 14:20:43 UTC\n *\n * @pixi/filter-kawase-blur is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport{Point,Filter}from\"pixi.js\";var vertex=\"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}\",fragment=\"\\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}\",fragmentClamp=\"\\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\",KawaseBlurFilter=function(e){function t(t,r,i){void 0===t&&(t=4),void 0===r&&(r=3),void 0===i&&(i=!1),e.call(this,vertex,i?fragmentClamp:fragment),this.uniforms.uOffset=new Float32Array(2),this._pixelSize=new Point,this.pixelSize=1,this._clamp=i,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,r,i){var o,n=this.pixelSize.x/t.size.width,l=this.pixelSize.y/t.size.height;if(1===this._quality||0===this._blur)o=this._kernels[0]+.5,this.uniforms.uOffset[0]=o*n,this.uniforms.uOffset[1]=o*l,e.applyFilter(this,t,r,i);else{for(var u,s=e.getRenderTarget(!0),a=t,f=s,p=this._quality-1,x=0;x0)for(var i=e,o=e/t,n=1;n0?(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 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}(Filter);export{KawaseBlurFilter};\n//# sourceMappingURL=filter-kawase-blur.es.js.map\n","/*!\n * @pixi/filter-advanced-bloom - v2.6.0\n * Compiled Thu, 03 May 2018 14:20:43 UTC\n *\n * @pixi/filter-advanced-bloom is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport{settings,Filter}from\"pixi.js\";import{KawaseBlurFilter}from\"@pixi/filter-kawase-blur\";var vertex=\"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}\",fragment=\"\\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\",ExtractBrightnessFilter=function(t){function e(e){void 0===e&&(e=.5),t.call(this,vertex,fragment),this.threshold=e}t&&(e.__proto__=t),e.prototype=Object.create(t&&t.prototype),e.prototype.constructor=e;var r={threshold:{configurable:!0}};return r.threshold.get=function(){return this.uniforms.threshold},r.threshold.set=function(t){this.uniforms.threshold=t},Object.defineProperties(e.prototype,r),e}(Filter),fragment$1=\"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\",AdvancedBloomFilter=function(t){function e(e){t.call(this,vertex,fragment$1),\"number\"==typeof e&&(e={threshold:e}),e=Object.assign({threshold:.5,bloomScale:1,brightness:1,kernels:null,blur:8,quality:4,pixelSize:1,resolution:settings.RESOLUTION},e),this.bloomScale=e.bloomScale,this.brightness=e.brightness;var r=e.kernels,o=e.blur,i=e.quality,n=e.pixelSize,l=e.resolution;this._extractFilter=new ExtractBrightnessFilter(e.threshold),this._extractFilter.resolution=l,this._blurFilter=r?new KawaseBlurFilter(r):new KawaseBlurFilter(o,i),this.pixelSize=n,this.resolution=l}t&&(e.__proto__=t),e.prototype=Object.create(t&&t.prototype),e.prototype.constructor=e;var r={resolution:{configurable:!0},threshold:{configurable:!0},kernels:{configurable:!0},blur:{configurable:!0},quality:{configurable:!0},pixelSize:{configurable:!0}};return e.prototype.apply=function(t,e,r,o,i){var n=t.getRenderTarget(!0);this._extractFilter.apply(t,e,n,!0,i);var l=t.getRenderTarget(!0);this._blurFilter.apply(t,n,l,!0,i),this.uniforms.bloomScale=this.bloomScale,this.uniforms.brightness=this.brightness,this.uniforms.bloomTexture=l,t.applyFilter(this,e,r,o),t.returnRenderTarget(l),t.returnRenderTarget(n)},r.resolution.get=function(){return this._resolution},r.resolution.set=function(t){this._resolution=t,this._extractFilter&&(this._extractFilter.resolution=t),this._blurFilter&&(this._blurFilter.resolution=t)},r.threshold.get=function(){return this._extractFilter.threshold},r.threshold.set=function(t){this._extractFilter.threshold=t},r.kernels.get=function(){return this._blurFilter.kernels},r.kernels.set=function(t){this._blurFilter.kernels=t},r.blur.get=function(){return this._blurFilter.blur},r.blur.set=function(t){this._blurFilter.blur=t},r.quality.get=function(){return this._blurFilter.quality},r.quality.set=function(t){this._blurFilter.quality=t},r.pixelSize.get=function(){return this._blurFilter.pixelSize},r.pixelSize.set=function(t){this._blurFilter.pixelSize=t},Object.defineProperties(e.prototype,r),e}(Filter);export{AdvancedBloomFilter};\n//# sourceMappingURL=filter-advanced-bloom.es.js.map\n","/*!\n * @pixi/filter-ascii - v2.5.0\n * Compiled Thu, 03 May 2018 14:20:43 UTC\n *\n * @pixi/filter-ascii is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport{Filter}from\"pixi.js\";var vertex=\"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}\",fragment=\"varying vec2 vTextureCoord;\\n\\nuniform vec4 filterArea;\\nuniform float pixelSize;\\nuniform sampler2D uSampler;\\n\\nvec2 mapCoord( vec2 coord )\\n{\\n coord *= filterArea.xy;\\n coord += filterArea.zw;\\n\\n return coord;\\n}\\n\\nvec2 unmapCoord( vec2 coord )\\n{\\n coord -= filterArea.zw;\\n coord /= filterArea.xy;\\n\\n return coord;\\n}\\n\\nvec2 pixelate(vec2 coord, vec2 size)\\n{\\n return floor( coord / size ) * size;\\n}\\n\\nvec2 getMod(vec2 coord, vec2 size)\\n{\\n return mod( coord , size) / size;\\n}\\n\\nfloat character(float n, vec2 p)\\n{\\n p = floor(p*vec2(4.0, -4.0) + 2.5);\\n if (clamp(p.x, 0.0, 4.0) == p.x && clamp(p.y, 0.0, 4.0) == p.y)\\n {\\n if (int(mod(n/exp2(p.x + 5.0*p.y), 2.0)) == 1) return 1.0;\\n }\\n return 0.0;\\n}\\n\\nvoid main()\\n{\\n vec2 coord = mapCoord(vTextureCoord);\\n\\n // get the rounded color..\\n vec2 pixCoord = pixelate(coord, vec2(pixelSize));\\n pixCoord = unmapCoord(pixCoord);\\n\\n vec4 color = texture2D(uSampler, pixCoord);\\n\\n // determine the character to use\\n float gray = (color.r + color.g + color.b) / 3.0;\\n\\n float n = 65536.0; // .\\n if (gray > 0.2) n = 65600.0; // :\\n if (gray > 0.3) n = 332772.0; // *\\n if (gray > 0.4) n = 15255086.0; // o\\n if (gray > 0.5) n = 23385164.0; // &\\n if (gray > 0.6) n = 15252014.0; // 8\\n if (gray > 0.7) n = 13199452.0; // @\\n if (gray > 0.8) n = 11512810.0; // #\\n\\n // get the mod..\\n vec2 modd = getMod(coord, vec2(pixelSize));\\n\\n gl_FragColor = color * character( n, vec2(-1.0) + modd * 2.0);\\n\\n}\",AsciiFilter=function(e){function n(n){void 0===n&&(n=8),e.call(this,vertex,fragment),this.size=n}e&&(n.__proto__=e),n.prototype=Object.create(e&&e.prototype),n.prototype.constructor=n;var o={size:{configurable:!0}};return o.size.get=function(){return this.uniforms.pixelSize},o.size.set=function(e){this.uniforms.pixelSize=e},Object.defineProperties(n.prototype,o),n}(Filter);export{AsciiFilter};\n//# sourceMappingURL=filter-ascii.es.js.map\n","/*!\n * @pixi/filter-bevel - v2.6.0\n * Compiled Thu, 03 May 2018 14:20:43 UTC\n *\n * @pixi/filter-bevel is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport{DEG_TO_RAD,utils,Filter}from\"pixi.js\";var vertex=\"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}\",fragment=\"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\",BevelFilter=function(o){function t(t){void 0===t&&(t={}),o.call(this,vertex,fragment),this.uniforms.lightColor=new Float32Array(3),this.uniforms.shadowColor=new Float32Array(3),t=Object.assign({rotation:45,thickness:2,lightColor:16777215,lightAlpha:.7,shadowColor:0,shadowAlpha:.7},t),this.rotation=t.rotation,this.thickness=t.thickness,this.lightColor=t.lightColor,this.lightAlpha=t.lightAlpha,this.shadowColor=t.shadowColor,this.shadowAlpha=t.shadowAlpha}o&&(t.__proto__=o),t.prototype=Object.create(o&&o.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/DEG_TO_RAD},r.rotation.set=function(o){this._angle=o*DEG_TO_RAD,this._updateTransform()},r.thickness.get=function(){return this._thickness},r.thickness.set=function(o){this._thickness=o,this._updateTransform()},r.lightColor.get=function(){return utils.rgb2hex(this.uniforms.lightColor)},r.lightColor.set=function(o){utils.hex2rgb(o,this.uniforms.lightColor)},r.lightAlpha.get=function(){return this.uniforms.lightAlpha},r.lightAlpha.set=function(o){this.uniforms.lightAlpha=o},r.shadowColor.get=function(){return utils.rgb2hex(this.uniforms.shadowColor)},r.shadowColor.set=function(o){utils.hex2rgb(o,this.uniforms.shadowColor)},r.shadowAlpha.get=function(){return this.uniforms.shadowAlpha},r.shadowAlpha.set=function(o){this.uniforms.shadowAlpha=o},Object.defineProperties(t.prototype,r),t}(Filter);export{BevelFilter};\n//# sourceMappingURL=filter-bevel.es.js.map\n","/*!\n * @pixi/filter-bloom - v2.5.0\n * Compiled Thu, 03 May 2018 14:20:43 UTC\n *\n * @pixi/filter-bloom is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport{filters,settings,Point,BLEND_MODES,Filter}from\"pixi.js\";var ref=filters,BlurXFilter=ref.BlurXFilter,BlurYFilter=ref.BlurYFilter,AlphaFilter=ref.AlphaFilter,BloomFilter=function(r){function t(t,e,l,i){var u,o;void 0===t&&(t=2),void 0===e&&(e=4),void 0===l&&(l=settings.RESOLUTION),void 0===i&&(i=5),r.call(this),\"number\"==typeof t?(u=t,o=t):t instanceof Point?(u=t.x,o=t.y):Array.isArray(t)&&(u=t[0],o=t[1]),this.blurXFilter=new BlurXFilter(u,e,l,i),this.blurYFilter=new BlurYFilter(o,e,l,i),this.blurYFilter.blendMode=BLEND_MODES.SCREEN,this.defaultFilter=new AlphaFilter}r&&(t.__proto__=r),t.prototype=Object.create(r&&r.prototype),t.prototype.constructor=t;var e={blur:{configurable:!0},blurX:{configurable:!0},blurY:{configurable:!0}};return t.prototype.apply=function(r,t,e){var l=r.getRenderTarget(!0);this.defaultFilter.apply(r,t,e),this.blurXFilter.apply(r,t,l),this.blurYFilter.apply(r,l,e),r.returnRenderTarget(l)},e.blur.get=function(){return this.blurXFilter.blur},e.blur.set=function(r){this.blurXFilter.blur=this.blurYFilter.blur=r},e.blurX.get=function(){return this.blurXFilter.blur},e.blurX.set=function(r){this.blurXFilter.blur=r},e.blurY.get=function(){return this.blurYFilter.blur},e.blurY.set=function(r){this.blurYFilter.blur=r},Object.defineProperties(t.prototype,e),t}(Filter);export{BloomFilter};\n//# sourceMappingURL=filter-bloom.es.js.map\n","/*!\n * @pixi/filter-bulge-pinch - v2.6.0\n * Compiled Thu, 03 May 2018 14:20:43 UTC\n *\n * @pixi/filter-bulge-pinch is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport{Filter}from\"pixi.js\";var vertex=\"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}\",fragment=\"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\",BulgePinchFilter=function(e){function r(r,n,t){e.call(this,vertex,fragment),this.uniforms.dimensions=new Float32Array(2),this.center=r||[.5,.5],this.radius=n||100,this.strength=t||1}e&&(r.__proto__=e),r.prototype=Object.create(e&&e.prototype),r.prototype.constructor=r;var n={radius:{configurable:!0},strength:{configurable:!0},center:{configurable:!0}};return r.prototype.apply=function(e,r,n,t){this.uniforms.dimensions[0]=r.sourceFrame.width,this.uniforms.dimensions[1]=r.sourceFrame.height,e.applyFilter(this,r,n,t)},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(r.prototype,n),r}(Filter);export{BulgePinchFilter};\n//# sourceMappingURL=filter-bulge-pinch.es.js.map\n","/*!\n * @pixi/filter-color-map - v2.6.0\n * Compiled Thu, 03 May 2018 14:20:43 UTC\n *\n * @pixi/filter-color-map is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport{Texture,SCALE_MODES,Filter}from\"pixi.js\";var vertex=\"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}\",fragment=\"\\nvarying vec2 vTextureCoord;\\nuniform sampler2D uSampler;\\n\\nuniform sampler2D colorMap;\\n\\nuniform float _mix;\\nuniform float _size;\\nuniform float _sliceSize;\\nuniform float _slicePixelSize;\\nuniform float _sliceInnerSize;\\n\\nvoid main() {\\n vec4 color = texture2D(uSampler, vTextureCoord.xy);\\n\\n float sliceIndex = color.b * (_size - 1.0);\\n float zSlice0 = floor(sliceIndex);\\n float zSlice1 = ceil(sliceIndex);\\n\\n float xOffset = _slicePixelSize * 0.5 + color.r * _sliceInnerSize;\\n float s0 = xOffset + zSlice0 * _sliceSize;\\n float s1 = xOffset + zSlice1 * _sliceSize;\\n vec4 slice0Color = texture2D(colorMap, vec2(s0, color.g));\\n vec4 slice1Color = texture2D(colorMap, vec2(s1, color.g));\\n vec4 adjusted = mix(slice0Color, slice1Color, fract(sliceIndex));\\n\\n gl_FragColor = mix(color, adjusted, _mix);\\n}\\n\",ColorMapFilter=function(e){function i(i,t,o){void 0===t&&(t=!1),void 0===o&&(o=1),e.call(this,vertex,fragment),this._size=0,this._sliceSize=0,this._slicePixelSize=0,this._sliceInnerSize=0,this._scaleMode=null,this._nearest=!1,this.nearest=t,this.mix=o,this.colorMap=i}e&&(i.__proto__=e),i.prototype=Object.create(e&&e.prototype),i.prototype.constructor=i;var t={colorSize:{configurable:!0},colorMap:{configurable:!0},nearest:{configurable:!0}};return i.prototype.apply=function(e,i,t,o){this.uniforms._mix=this.mix,e.applyFilter(this,i,t,o)},t.colorSize.get=function(){return this._size},t.colorMap.get=function(){return this._colorMap},t.colorMap.set=function(e){e instanceof Texture||(e=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},t.nearest.get=function(){return this._nearest},t.nearest.set=function(e){this._nearest=e,this._scaleMode=e?SCALE_MODES.NEAREST:SCALE_MODES.LINEAR;var i=this._colorMap;i&&i.baseTexture&&(i.baseTexture._glTextures={},i.baseTexture.scaleMode=this._scaleMode,i.baseTexture.mipmap=!1,i._updateID++,i.baseTexture.emit(\"update\",i.baseTexture))},i.prototype.updateColorMap=function(){var e=this._colorMap;e&&e.baseTexture&&(e._updateID++,e.baseTexture.emit(\"update\",e.baseTexture),this.colorMap=e)},i.prototype.destroy=function(i){this._colorMap&&this._colorMap.destroy(i),e.prototype.destroy.call(this)},Object.defineProperties(i.prototype,t),i}(Filter);export{ColorMapFilter};\n//# sourceMappingURL=filter-color-map.es.js.map\n","/*!\n * @pixi/filter-color-replace - v2.6.0\n * Compiled Thu, 03 May 2018 14:20:43 UTC\n *\n * @pixi/filter-color-replace is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport{utils,Filter}from\"pixi.js\";var vertex=\"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}\",fragment=\"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\",ColorReplaceFilter=function(o){function r(r,e,n){void 0===r&&(r=16711680),void 0===e&&(e=0),void 0===n&&(n=.4),o.call(this,vertex,fragment),this.uniforms.originalColor=new Float32Array(3),this.uniforms.newColor=new Float32Array(3),this.originalColor=r,this.newColor=e,this.epsilon=n}o&&(r.__proto__=o),r.prototype=Object.create(o&&o.prototype),r.prototype.constructor=r;var e={originalColor:{configurable:!0},newColor:{configurable:!0},epsilon:{configurable:!0}};return e.originalColor.set=function(o){var r=this.uniforms.originalColor;\"number\"==typeof o?(utils.hex2rgb(o,r),this._originalColor=o):(r[0]=o[0],r[1]=o[1],r[2]=o[2],this._originalColor=utils.rgb2hex(r))},e.originalColor.get=function(){return this._originalColor},e.newColor.set=function(o){var r=this.uniforms.newColor;\"number\"==typeof o?(utils.hex2rgb(o,r),this._newColor=o):(r[0]=o[0],r[1]=o[1],r[2]=o[2],this._newColor=utils.rgb2hex(r))},e.newColor.get=function(){return this._newColor},e.epsilon.set=function(o){this.uniforms.epsilon=o},e.epsilon.get=function(){return this.uniforms.epsilon},Object.defineProperties(r.prototype,e),r}(Filter);export{ColorReplaceFilter};\n//# sourceMappingURL=filter-color-replace.es.js.map\n","/*!\n * @pixi/filter-convolution - v2.6.0\n * Compiled Thu, 03 May 2018 14:20:43 UTC\n *\n * @pixi/filter-convolution is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport{Filter}from\"pixi.js\";var vertex=\"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}\",fragment=\"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\",ConvolutionFilter=function(e){function t(t,r,o){e.call(this,vertex,fragment),this.uniforms.texelSize=new Float32Array(9),this.matrix=t,this.width=r,this.height=o}e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t;var r={matrix:{configurable:!0},width:{configurable:!0},height:{configurable:!0}};return r.matrix.get=function(){return this.uniforms.matrix},r.matrix.set=function(e){this.uniforms.matrix=new Float32Array(e)},r.width.get=function(){return 1/this.uniforms.texelSize[0]},r.width.set=function(e){this.uniforms.texelSize[0]=1/e},r.height.get=function(){return 1/this.uniforms.texelSize[1]},r.height.set=function(e){this.uniforms.texelSize[1]=1/e},Object.defineProperties(t.prototype,r),t}(Filter);export{ConvolutionFilter};\n//# sourceMappingURL=filter-convolution.es.js.map\n","/*!\n * @pixi/filter-cross-hatch - v2.5.0\n * Compiled Thu, 03 May 2018 14:20:43 UTC\n *\n * @pixi/filter-cross-hatch is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport{Filter}from\"pixi.js\";var vertex=\"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}\",fragment=\"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\",CrossHatchFilter=function(r){function o(){r.call(this,vertex,fragment)}return r&&(o.__proto__=r),o.prototype=Object.create(r&&r.prototype),o.prototype.constructor=o,o}(Filter);export{CrossHatchFilter};\n//# sourceMappingURL=filter-cross-hatch.es.js.map\n","/*!\n * @pixi/filter-crt - v2.6.0\n * Compiled Thu, 03 May 2018 14:20:43 UTC\n *\n * @pixi/filter-crt is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport{Filter}from\"pixi.js\";var vertex=\"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}\",fragment=\"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\",CRTFilter=function(n){function i(i){n.call(this,vertex,fragment),this.uniforms.dimensions=new Float32Array(2),this.time=0,this.seed=0,Object.assign(this,{curvature:1,lineWidth:1,lineContrast:.25,verticalLine:!1,noise:0,noiseSize:1,seed:0,vignetting:.3,vignettingAlpha:1,vignettingBlur:.3,time:0},i)}n&&(i.__proto__=n),i.prototype=Object.create(n&&n.prototype),i.prototype.constructor=i;var t={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 i.prototype.apply=function(n,i,t,e){this.uniforms.dimensions[0]=i.sourceFrame.width,this.uniforms.dimensions[1]=i.sourceFrame.height,this.uniforms.seed=this.seed,this.uniforms.time=this.time,n.applyFilter(this,i,t,e)},t.curvature.set=function(n){this.uniforms.curvature=n},t.curvature.get=function(){return this.uniforms.curvature},t.lineWidth.set=function(n){this.uniforms.lineWidth=n},t.lineWidth.get=function(){return this.uniforms.lineWidth},t.lineContrast.set=function(n){this.uniforms.lineContrast=n},t.lineContrast.get=function(){return this.uniforms.lineContrast},t.verticalLine.set=function(n){this.uniforms.verticalLine=n},t.verticalLine.get=function(){return this.uniforms.verticalLine},t.noise.set=function(n){this.uniforms.noise=n},t.noise.get=function(){return this.uniforms.noise},t.noiseSize.set=function(n){this.uniforms.noiseSize=n},t.noiseSize.get=function(){return this.uniforms.noiseSize},t.vignetting.set=function(n){this.uniforms.vignetting=n},t.vignetting.get=function(){return this.uniforms.vignetting},t.vignettingAlpha.set=function(n){this.uniforms.vignettingAlpha=n},t.vignettingAlpha.get=function(){return this.uniforms.vignettingAlpha},t.vignettingBlur.set=function(n){this.uniforms.vignettingBlur=n},t.vignettingBlur.get=function(){return this.uniforms.vignettingBlur},Object.defineProperties(i.prototype,t),i}(Filter);export{CRTFilter};\n//# sourceMappingURL=filter-crt.es.js.map\n","/*!\n * @pixi/filter-dot - v2.5.0\n * Compiled Thu, 03 May 2018 14:20:43 UTC\n *\n * @pixi/filter-dot is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport{Filter}from\"pixi.js\";var vertex=\"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}\",fragment=\"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\",DotFilter=function(e){function n(n,t){void 0===n&&(n=1),void 0===t&&(t=5),e.call(this,vertex,fragment),this.scale=n,this.angle=t}e&&(n.__proto__=e),n.prototype=Object.create(e&&e.prototype),n.prototype.constructor=n;var t={scale:{configurable:!0},angle:{configurable:!0}};return t.scale.get=function(){return this.uniforms.scale},t.scale.set=function(e){this.uniforms.scale=e},t.angle.get=function(){return this.uniforms.angle},t.angle.set=function(e){this.uniforms.angle=e},Object.defineProperties(n.prototype,t),n}(Filter);export{DotFilter};\n//# sourceMappingURL=filter-dot.es.js.map\n","/*!\n * @pixi/filter-drop-shadow - v2.6.0\n * Compiled Thu, 03 May 2018 14:20:43 UTC\n *\n * @pixi/filter-drop-shadow is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport{KawaseBlurFilter}from\"@pixi/filter-kawase-blur\";import{settings,Filter,Matrix,DEG_TO_RAD,utils}from\"pixi.js\";var vertex=\"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}\",fragment=\"varying vec2 vTextureCoord;\\nuniform sampler2D uSampler;\\nuniform float alpha;\\nuniform vec3 color;\\nvoid main(void){\\n vec4 sample = texture2D(uSampler, vTextureCoord);\\n\\n // Un-premultiply alpha before applying the color\\n if (sample.a > 0.0) {\\n sample.rgb /= sample.a;\\n }\\n\\n // Premultiply alpha again\\n sample.rgb = color.rgb * sample.a;\\n\\n // alpha user alpha\\n sample *= alpha;\\n\\n gl_FragColor = sample;\\n}\",DropShadowFilter=function(t){function i(i){i&&i.constructor!==Object&&(console.warn(\"DropShadowFilter now uses options instead of (rotation, distance, blur, color, alpha)\"),i={rotation:i},void 0!==arguments[1]&&(i.distance=arguments[1]),void 0!==arguments[2]&&(i.blur=arguments[2]),void 0!==arguments[3]&&(i.color=arguments[3]),void 0!==arguments[4]&&(i.alpha=arguments[4])),i=Object.assign({rotation:45,distance:5,color:0,alpha:.5,shadowOnly:!1,kernels:null,blur:2,quality:3,pixelSize:1,resolution:settings.RESOLUTION},i),t.call(this);var r=i.kernels,e=i.blur,n=i.quality,o=i.pixelSize,l=i.resolution;this._tintFilter=new Filter(vertex,fragment),this._tintFilter.uniforms.color=new Float32Array(4),this._tintFilter.resolution=l,this._blurFilter=r?new KawaseBlurFilter(r):new KawaseBlurFilter(e,n),this.pixelSize=o,this.resolution=l,this.targetTransform=new Matrix;var a=i.shadowOnly,s=i.rotation,u=i.distance,p=i.alpha,h=i.color;this.shadowOnly=a,this.rotation=s,this.distance=u,this.alpha=p,this.color=h,this._updatePadding()}t&&(i.__proto__=t),i.prototype=Object.create(t&&t.prototype),i.prototype.constructor=i;var r={resolution:{configurable:!0},distance:{configurable:!0},rotation:{configurable:!0},alpha:{configurable:!0},color:{configurable:!0},kernels:{configurable:!0},blur:{configurable:!0},quality:{configurable:!0},pixelSize:{configurable:!0}};return i.prototype.apply=function(t,i,r,e){var n=t.getRenderTarget();n.transform=this.targetTransform,this._tintFilter.apply(t,i,n,!0),n.transform=null,this._blurFilter.apply(t,n,r),!0!==this.shadowOnly&&t.applyFilter(this,i,r,e),t.returnRenderTarget(n)},i.prototype._updatePadding=function(){this.padding=this.distance+2*this.blur},i.prototype._updateTargetTransform=function(){this.targetTransform.tx=this.distance*Math.cos(this.angle),this.targetTransform.ty=this.distance*Math.sin(this.angle)},r.resolution.get=function(){return this._resolution},r.resolution.set=function(t){this._resolution=t,this._tintFilter&&(this._tintFilter.resolution=t),this._blurFilter&&(this._blurFilter.resolution=t)},r.distance.get=function(){return this._distance},r.distance.set=function(t){this._distance=t,this._updatePadding(),this._updateTargetTransform()},r.rotation.get=function(){return this.angle/DEG_TO_RAD},r.rotation.set=function(t){this.angle=t*DEG_TO_RAD,this._updateTargetTransform()},r.alpha.get=function(){return this._tintFilter.uniforms.alpha},r.alpha.set=function(t){this._tintFilter.uniforms.alpha=t},r.color.get=function(){return utils.rgb2hex(this._tintFilter.uniforms.color)},r.color.set=function(t){utils.hex2rgb(t,this._tintFilter.uniforms.color)},r.kernels.get=function(){return this._blurFilter.kernels},r.kernels.set=function(t){this._blurFilter.kernels=t},r.blur.get=function(){return this._blurFilter.blur},r.blur.set=function(t){this._blurFilter.blur=t,this._updatePadding()},r.quality.get=function(){return this._blurFilter.quality},r.quality.set=function(t){this._blurFilter.quality=t},r.pixelSize.get=function(){return this._blurFilter.pixelSize},r.pixelSize.set=function(t){this._blurFilter.pixelSize=t},Object.defineProperties(i.prototype,r),i}(Filter);export{DropShadowFilter};\n//# sourceMappingURL=filter-drop-shadow.es.js.map\n","/*!\n * @pixi/filter-emboss - v2.5.0\n * Compiled Thu, 03 May 2018 14:20:43 UTC\n *\n * @pixi/filter-emboss is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport{Filter}from\"pixi.js\";var vertex=\"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}\",fragment=\"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\",EmbossFilter=function(t){function e(e){void 0===e&&(e=5),t.call(this,vertex,fragment),this.strength=e}t&&(e.__proto__=t),e.prototype=Object.create(t&&t.prototype),e.prototype.constructor=e;var r={strength:{configurable:!0}};return r.strength.get=function(){return this.uniforms.strength},r.strength.set=function(t){this.uniforms.strength=t},Object.defineProperties(e.prototype,r),e}(Filter);export{EmbossFilter};\n//# sourceMappingURL=filter-emboss.es.js.map\n","/*!\n * @pixi/filter-glitch - v2.6.1\n * Compiled Thu, 03 May 2018 14:20:43 UTC\n *\n * @pixi/filter-glitch is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport{Texture,SCALE_MODES,DEG_TO_RAD,Filter}from\"pixi.js\";var vertex=\"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}\",fragment=\"// precision highp float;\\n\\nvarying vec2 vTextureCoord;\\nuniform sampler2D uSampler;\\n\\nuniform vec4 filterArea;\\nuniform vec4 filterClamp;\\nuniform vec2 dimensions;\\nuniform float aspect;\\n\\nuniform sampler2D displacementMap;\\nuniform float offset;\\nuniform float sinDir;\\nuniform float cosDir;\\nuniform int fillMode;\\n\\nuniform float seed;\\nuniform vec2 red;\\nuniform vec2 green;\\nuniform vec2 blue;\\n\\nconst int TRANSPARENT = 0;\\nconst int ORIGINAL = 1;\\nconst int LOOP = 2;\\nconst int CLAMP = 3;\\nconst int MIRROR = 4;\\n\\nvoid main(void)\\n{\\n vec2 coord = (vTextureCoord * filterArea.xy) / dimensions;\\n\\n if (coord.x > 1.0 || coord.y > 1.0) {\\n return;\\n }\\n\\n float cx = coord.x - 0.5;\\n float cy = (coord.y - 0.5) * aspect;\\n float ny = (-sinDir * cx + cosDir * cy) / aspect + 0.5;\\n\\n // displacementMap: repeat\\n // ny = ny > 1.0 ? ny - 1.0 : (ny < 0.0 ? 1.0 + ny : ny);\\n\\n // displacementMap: mirror\\n ny = ny > 1.0 ? 2.0 - ny : (ny < 0.0 ? -ny : ny);\\n\\n vec4 dc = texture2D(displacementMap, vec2(0.5, ny));\\n\\n float displacement = (dc.r - dc.g) * (offset / filterArea.x);\\n\\n coord = vTextureCoord + vec2(cosDir * displacement, sinDir * displacement * aspect);\\n\\n if (fillMode == CLAMP) {\\n coord = clamp(coord, filterClamp.xy, filterClamp.zw);\\n } else {\\n if( coord.x > filterClamp.z ) {\\n if (fillMode == ORIGINAL) {\\n gl_FragColor = texture2D(uSampler, vTextureCoord);\\n return;\\n } else if (fillMode == LOOP) {\\n coord.x -= filterClamp.z;\\n } else if (fillMode == MIRROR) {\\n coord.x = filterClamp.z * 2.0 - coord.x;\\n } else {\\n gl_FragColor = vec4(0., 0., 0., 0.);\\n return;\\n }\\n } else if( coord.x < filterClamp.x ) {\\n if (fillMode == ORIGINAL) {\\n gl_FragColor = texture2D(uSampler, vTextureCoord);\\n return;\\n } else if (fillMode == LOOP) {\\n coord.x += filterClamp.z;\\n } else if (fillMode == MIRROR) {\\n coord.x *= -filterClamp.z;\\n } else {\\n gl_FragColor = vec4(0., 0., 0., 0.);\\n return;\\n }\\n }\\n\\n if( coord.y > filterClamp.w ) {\\n if (fillMode == ORIGINAL) {\\n gl_FragColor = texture2D(uSampler, vTextureCoord);\\n return;\\n } else if (fillMode == LOOP) {\\n coord.y -= filterClamp.w;\\n } else if (fillMode == MIRROR) {\\n coord.y = filterClamp.w * 2.0 - coord.y;\\n } else {\\n gl_FragColor = vec4(0., 0., 0., 0.);\\n return;\\n }\\n } else if( coord.y < filterClamp.y ) {\\n if (fillMode == ORIGINAL) {\\n gl_FragColor = texture2D(uSampler, vTextureCoord);\\n return;\\n } else if (fillMode == LOOP) {\\n coord.y += filterClamp.w;\\n } else if (fillMode == MIRROR) {\\n coord.y *= -filterClamp.w;\\n } else {\\n gl_FragColor = vec4(0., 0., 0., 0.);\\n return;\\n }\\n }\\n }\\n\\n gl_FragColor.r = texture2D(uSampler, coord + red * (1.0 - seed * 0.4) / filterArea.xy).r;\\n gl_FragColor.g = texture2D(uSampler, coord + green * (1.0 - seed * 0.3) / filterArea.xy).g;\\n gl_FragColor.b = texture2D(uSampler, coord + blue * (1.0 - seed * 0.2) / filterArea.xy).b;\\n gl_FragColor.a = texture2D(uSampler, coord).a;\\n}\\n\",GlitchFilter=function(e){function i(i){void 0===i&&(i={}),e.call(this,vertex,fragment),this.uniforms.dimensions=new Float32Array(2),i=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},i),this.direction=i.direction,this.red=i.red,this.green=i.green,this.blue=i.blue,this.offset=i.offset,this.fillMode=i.fillMode,this.average=i.average,this.seed=i.seed,this.minSize=i.minSize,this.sampleSize=i.sampleSize,this._canvas=document.createElement(\"canvas\"),this._canvas.width=4,this._canvas.height=this.sampleSize,this.texture=Texture.fromCanvas(this._canvas,SCALE_MODES.NEAREST),this._slices=0,this.slices=i.slices}e&&(i.__proto__=e),i.prototype=Object.create(e&&e.prototype),i.prototype.constructor=i;var t={sizes:{configurable:!0},offsets:{configurable:!0},slices:{configurable:!0},direction:{configurable:!0},red:{configurable:!0},green:{configurable:!0},blue:{configurable:!0}};return i.prototype.apply=function(e,i,t,r){var n=i.sourceFrame.width,s=i.sourceFrame.height;this.uniforms.dimensions[0]=n,this.uniforms.dimensions[1]=s,this.uniforms.aspect=s/n,this.uniforms.seed=this.seed,this.uniforms.offset=this.offset,this.uniforms.fillMode=this.fillMode,e.applyFilter(this,i,t,r)},i.prototype._randomizeSizes=function(){var e=this._sizes,i=this._slices-1,t=this.sampleSize,r=Math.min(this.minSize/t,.9/this._slices);if(this.average){for(var n=this._slices,s=1,o=0;o0;i--){var t=Math.random()*i>>0,r=e[i];e[i]=e[t],e[t]=r}},i.prototype._randomizeOffsets=function(){for(var e=0;e0?e:0,f=e<0?-e:0;r.fillStyle=\"rgba(\"+l+\", \"+f+\", 0, 1)\",r.fillRect(0,n>>0,i,o+1>>0),n+=o}t.baseTexture.emit(\"update\",t.baseTexture),this.uniforms.displacementMap=t},t.sizes.set=function(e){for(var i=Math.min(this._slices,e.length),t=0;tthis._maxColors)throw\"Length of replacements (\"+n+\") exceeds the maximum colors length (\"+this._maxColors+\")\";r[3*n]=-1;for(var t=0;t 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\",OldFilmFilter=function(n){function t(t,i){void 0===i&&(i=0),n.call(this,vertex,fragment),this.uniforms.dimensions=new Float32Array(2),\"number\"==typeof t?(this.seed=t,t=null):this.seed=i,Object.assign(this,{sepia:.3,noise:.3,noiseSize:1,scratch:.5,scratchDensity:.3,scratchWidth:1,vignetting:.3,vignettingAlpha:1,vignettingBlur:.3},t)}n&&(t.__proto__=n),t.prototype=Object.create(n&&n.prototype),t.prototype.constructor=t;var i={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(n,t,i,e){this.uniforms.dimensions[0]=t.sourceFrame.width,this.uniforms.dimensions[1]=t.sourceFrame.height,this.uniforms.seed=this.seed,n.applyFilter(this,t,i,e)},i.sepia.set=function(n){this.uniforms.sepia=n},i.sepia.get=function(){return this.uniforms.sepia},i.noise.set=function(n){this.uniforms.noise=n},i.noise.get=function(){return this.uniforms.noise},i.noiseSize.set=function(n){this.uniforms.noiseSize=n},i.noiseSize.get=function(){return this.uniforms.noiseSize},i.scratch.set=function(n){this.uniforms.scratch=n},i.scratch.get=function(){return this.uniforms.scratch},i.scratchDensity.set=function(n){this.uniforms.scratchDensity=n},i.scratchDensity.get=function(){return this.uniforms.scratchDensity},i.scratchWidth.set=function(n){this.uniforms.scratchWidth=n},i.scratchWidth.get=function(){return this.uniforms.scratchWidth},i.vignetting.set=function(n){this.uniforms.vignetting=n},i.vignetting.get=function(){return this.uniforms.vignetting},i.vignettingAlpha.set=function(n){this.uniforms.vignettingAlpha=n},i.vignettingAlpha.get=function(){return this.uniforms.vignettingAlpha},i.vignettingBlur.set=function(n){this.uniforms.vignettingBlur=n},i.vignettingBlur.get=function(){return this.uniforms.vignettingBlur},Object.defineProperties(t.prototype,i),t}(Filter);export{OldFilmFilter};\n//# sourceMappingURL=filter-old-film.es.js.map\n","/*!\n * @pixi/filter-outline - v2.6.0\n * Compiled Thu, 03 May 2018 14:20:43 UTC\n *\n * @pixi/filter-outline is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport{utils,Filter}from\"pixi.js\";var vertex=\"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}\",fragment=\"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 += ${angleStep}) {\\n displaced.x = vTextureCoord.x + thickness.x * cos(angle);\\n displaced.y = vTextureCoord.y + thickness.y * sin(angle);\\n curColor = texture2D(uSampler, clamp(displaced, filterClamp.xy, filterClamp.zw));\\n maxAlpha = max(maxAlpha, curColor.a);\\n }\\n float resultAlpha = max(maxAlpha, ownColor.a);\\n gl_FragColor = vec4((ownColor.rgb + outlineColor.rgb * (1. - ownColor.a)) * resultAlpha, resultAlpha);\\n}\\n\",OutlineFilter=function(e){function t(o,r,n){void 0===o&&(o=1),void 0===r&&(r=0),void 0===n&&(n=.1);var i=Math.max(n*t.MAX_SAMPLES,t.MIN_SAMPLES),l=(2*Math.PI/i).toFixed(7);e.call(this,vertex,fragment.replace(/\\$\\{angleStep\\}/,l)),this.uniforms.thickness=new Float32Array([0,0]),this.thickness=o,this.uniforms.outlineColor=new Float32Array([0,0,0,1]),this.color=r,this.quality=n}e&&(t.__proto__=e),t.prototype=Object.create(e&&e.prototype),t.prototype.constructor=t;var o={color:{configurable:!0}};return t.prototype.apply=function(e,t,o,r){this.uniforms.thickness[0]=this.thickness/t.size.width,this.uniforms.thickness[1]=this.thickness/t.size.height,e.applyFilter(this,t,o,r)},o.color.get=function(){return utils.rgb2hex(this.uniforms.outlineColor)},o.color.set=function(e){utils.hex2rgb(e,this.uniforms.outlineColor)},Object.defineProperties(t.prototype,o),t}(Filter);OutlineFilter.MIN_SAMPLES=1,OutlineFilter.MAX_SAMPLES=100;export{OutlineFilter};\n//# sourceMappingURL=filter-outline.es.js.map\n","/*!\n * @pixi/filter-pixelate - v2.5.0\n * Compiled Thu, 03 May 2018 14:20:43 UTC\n *\n * @pixi/filter-pixelate is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport{Filter}from\"pixi.js\";var vertex=\"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}\",fragment=\"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\",PixelateFilter=function(e){function o(o){void 0===o&&(o=10),e.call(this,vertex,fragment),this.size=o}e&&(o.__proto__=e),o.prototype=Object.create(e&&e.prototype),o.prototype.constructor=o;var r={size:{configurable:!0}};return r.size.get=function(){return this.uniforms.size},r.size.set=function(e){\"number\"==typeof e&&(e=[e,e]),this.uniforms.size=e},Object.defineProperties(o.prototype,r),o}(Filter);export{PixelateFilter};\n//# sourceMappingURL=filter-pixelate.es.js.map\n","/*!\n * @pixi/filter-radial-blur - v2.6.0\n * Compiled Thu, 03 May 2018 14:20:43 UTC\n *\n * @pixi/filter-radial-blur is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport{Filter}from\"pixi.js\";var vertex=\"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}\",fragment=\"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\",RadialBlurFilter=function(n){function e(e,r,t,i){void 0===e&&(e=0),void 0===r&&(r=[0,0]),void 0===t&&(t=5),void 0===i&&(i=-1),n.call(this,vertex,fragment),this._angle=0,this.angle=e,this.center=r,this.kernelSize=t,this.radius=i}n&&(e.__proto__=n),e.prototype=Object.create(n&&n.prototype),e.prototype.constructor=e;var r={angle:{configurable:!0},center:{configurable:!0},radius:{configurable:!0}};return e.prototype.apply=function(n,e,r,t){this.uniforms.uKernelSize=0!==this._angle?this.kernelSize:0,n.applyFilter(this,e,r,t)},r.angle.set=function(n){this._angle=n,this.uniforms.uRadian=n*Math.PI/180},r.angle.get=function(){return this._angle},r.center.get=function(){return this.uniforms.uCenter},r.center.set=function(n){this.uniforms.uCenter=n},r.radius.get=function(){return this.uniforms.uRadius},r.radius.set=function(n){(n<0||n===1/0)&&(n=-1),this.uniforms.uRadius=n},Object.defineProperties(e.prototype,r),e}(Filter);export{RadialBlurFilter};\n//# sourceMappingURL=filter-radial-blur.es.js.map\n","/*!\n * @pixi/filter-reflection - v2.6.0\n * Compiled Thu, 03 May 2018 14:20:43 UTC\n *\n * @pixi/filter-reflection is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport{Filter}from\"pixi.js\";var vertex=\"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}\",fragment=\"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\",ReflectionFilter=function(r){function e(e){r.call(this,vertex,fragment),this.uniforms.amplitude=new Float32Array(2),this.uniforms.waveLength=new Float32Array(2),this.uniforms.alpha=new Float32Array(2),this.uniforms.dimensions=new Float32Array(2),Object.assign(this,{mirror:!0,boundary:.5,amplitude:[0,20],waveLength:[30,100],alpha:[1,1],time:0},e)}r&&(e.__proto__=r),e.prototype=Object.create(r&&r.prototype),e.prototype.constructor=e;var n={mirror:{configurable:!0},boundary:{configurable:!0},amplitude:{configurable:!0},waveLength:{configurable:!0},alpha:{configurable:!0}};return e.prototype.apply=function(r,e,n,t){this.uniforms.dimensions[0]=e.sourceFrame.width,this.uniforms.dimensions[1]=e.sourceFrame.height,this.uniforms.time=this.time,r.applyFilter(this,e,n,t)},n.mirror.set=function(r){this.uniforms.mirror=r},n.mirror.get=function(){return this.uniforms.mirror},n.boundary.set=function(r){this.uniforms.boundary=r},n.boundary.get=function(){return this.uniforms.boundary},n.amplitude.set=function(r){this.uniforms.amplitude[0]=r[0],this.uniforms.amplitude[1]=r[1]},n.amplitude.get=function(){return this.uniforms.amplitude},n.waveLength.set=function(r){this.uniforms.waveLength[0]=r[0],this.uniforms.waveLength[1]=r[1]},n.waveLength.get=function(){return this.uniforms.waveLength},n.alpha.set=function(r){this.uniforms.alpha[0]=r[0],this.uniforms.alpha[1]=r[1]},n.alpha.get=function(){return this.uniforms.alpha},Object.defineProperties(e.prototype,n),e}(Filter);export{ReflectionFilter};\n//# sourceMappingURL=filter-reflection.es.js.map\n","/*!\n * @pixi/filter-rgb-split - v2.5.0\n * Compiled Thu, 03 May 2018 14:20:43 UTC\n *\n * @pixi/filter-rgb-split is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport{Filter}from\"pixi.js\";var vertex=\"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}\",fragment=\"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\",RGBSplitFilter=function(e){function r(r,t,n){void 0===r&&(r=[-10,0]),void 0===t&&(t=[0,10]),void 0===n&&(n=[0,0]),e.call(this,vertex,fragment),this.red=r,this.green=t,this.blue=n}e&&(r.__proto__=e),r.prototype=Object.create(e&&e.prototype),r.prototype.constructor=r;var t={red:{configurable:!0},green:{configurable:!0},blue:{configurable:!0}};return t.red.get=function(){return this.uniforms.red},t.red.set=function(e){this.uniforms.red=e},t.green.get=function(){return this.uniforms.green},t.green.set=function(e){this.uniforms.green=e},t.blue.get=function(){return this.uniforms.blue},t.blue.set=function(e){this.uniforms.blue=e},Object.defineProperties(r.prototype,t),r}(Filter);export{RGBSplitFilter};\n//# sourceMappingURL=filter-rgb-split.es.js.map\n","/*!\n * @pixi/filter-shockwave - v2.6.1\n * Compiled Thu, 03 May 2018 14:20:43 UTC\n *\n * @pixi/filter-shockwave is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport{Filter}from\"pixi.js\";var vertex=\"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}\",fragment=\"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\",ShockwaveFilter=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,vertex,fragment),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}(Filter);export{ShockwaveFilter};\n//# sourceMappingURL=filter-shockwave.es.js.map\n","/*!\n * @pixi/filter-simple-lightmap - v2.6.0\n * Compiled Thu, 03 May 2018 14:20:43 UTC\n *\n * @pixi/filter-simple-lightmap is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport{utils,Filter}from\"pixi.js\";var vertex=\"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}\",fragment=\"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\",SimpleLightmapFilter=function(t){function e(e,o,r){void 0===o&&(o=0),void 0===r&&(r=1),t.call(this,vertex,fragment),this.uniforms.dimensions=new Float32Array(2),this.uniforms.ambientColor=new Float32Array([0,0,0,r]),this.texture=e,this.color=o}t&&(e.__proto__=t),e.prototype=Object.create(t&&t.prototype),e.prototype.constructor=e;var o={texture:{configurable:!0},color:{configurable:!0},alpha:{configurable:!0}};return e.prototype.apply=function(t,e,o,r){this.uniforms.dimensions[0]=e.sourceFrame.width,this.uniforms.dimensions[1]=e.sourceFrame.height,t.applyFilter(this,e,o,r)},o.texture.get=function(){return this.uniforms.uLightmap},o.texture.set=function(t){this.uniforms.uLightmap=t},o.color.set=function(t){var e=this.uniforms.ambientColor;\"number\"==typeof t?(utils.hex2rgb(t,e),this._color=t):(e[0]=t[0],e[1]=t[1],e[2]=t[2],e[3]=t[3],this._color=utils.rgb2hex(e))},o.color.get=function(){return this._color},o.alpha.get=function(){return this.uniforms.ambientColor[3]},o.alpha.set=function(t){this.uniforms.ambientColor[3]=t},Object.defineProperties(e.prototype,o),e}(Filter);export{SimpleLightmapFilter};\n//# sourceMappingURL=filter-simple-lightmap.es.js.map\n","/*!\n * @pixi/filter-tilt-shift - v2.6.0\n * Compiled Thu, 03 May 2018 14:20:43 UTC\n *\n * @pixi/filter-tilt-shift is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport{Filter,Point}from\"pixi.js\";var vertex=\"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}\",fragment=\"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\",TiltShiftAxisFilter=function(t){function i(i,r,e,n){void 0===i&&(i=100),void 0===r&&(r=600),void 0===e&&(e=null),void 0===n&&(n=null),t.call(this,vertex,fragment),this.uniforms.blur=i,this.uniforms.gradientBlur=r,this.uniforms.start=e||new Point(0,window.innerHeight/2),this.uniforms.end=n||new Point(600,window.innerHeight/2),this.uniforms.delta=new Point(30,30),this.uniforms.texSize=new Point(window.innerWidth,window.innerHeight),this.updateDelta()}t&&(i.__proto__=t),i.prototype=Object.create(t&&t.prototype),i.prototype.constructor=i;var r={blur:{configurable:!0},gradientBlur:{configurable:!0},start:{configurable:!0},end:{configurable:!0}};return i.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(t){this.uniforms.blur=t},r.gradientBlur.get=function(){return this.uniforms.gradientBlur},r.gradientBlur.set=function(t){this.uniforms.gradientBlur=t},r.start.get=function(){return this.uniforms.start},r.start.set=function(t){this.uniforms.start=t,this.updateDelta()},r.end.get=function(){return this.uniforms.end},r.end.set=function(t){this.uniforms.end=t,this.updateDelta()},Object.defineProperties(i.prototype,r),i}(Filter),TiltShiftXFilter=function(t){function i(){t.apply(this,arguments)}return t&&(i.__proto__=t),i.prototype=Object.create(t&&t.prototype),i.prototype.constructor=i,i.prototype.updateDelta=function(){var t=this.uniforms.end.x-this.uniforms.start.x,i=this.uniforms.end.y-this.uniforms.start.y,r=Math.sqrt(t*t+i*i);this.uniforms.delta.x=t/r,this.uniforms.delta.y=i/r},i}(TiltShiftAxisFilter),TiltShiftYFilter=function(t){function i(){t.apply(this,arguments)}return t&&(i.__proto__=t),i.prototype=Object.create(t&&t.prototype),i.prototype.constructor=i,i.prototype.updateDelta=function(){var t=this.uniforms.end.x-this.uniforms.start.x,i=this.uniforms.end.y-this.uniforms.start.y,r=Math.sqrt(t*t+i*i);this.uniforms.delta.x=-i/r,this.uniforms.delta.y=t/r},i}(TiltShiftAxisFilter),TiltShiftFilter=function(t){function i(i,r,e,n){void 0===i&&(i=100),void 0===r&&(r=600),void 0===e&&(e=null),void 0===n&&(n=null),t.call(this),this.tiltShiftXFilter=new TiltShiftXFilter(i,r,e,n),this.tiltShiftYFilter=new TiltShiftYFilter(i,r,e,n)}t&&(i.__proto__=t),i.prototype=Object.create(t&&t.prototype),i.prototype.constructor=i;var r={blur:{configurable:!0},gradientBlur:{configurable:!0},start:{configurable:!0},end:{configurable:!0}};return i.prototype.apply=function(t,i,r){var e=t.getRenderTarget(!0);this.tiltShiftXFilter.apply(t,i,e),this.tiltShiftYFilter.apply(t,e,r),t.returnRenderTarget(e)},r.blur.get=function(){return this.tiltShiftXFilter.blur},r.blur.set=function(t){this.tiltShiftXFilter.blur=this.tiltShiftYFilter.blur=t},r.gradientBlur.get=function(){return this.tiltShiftXFilter.gradientBlur},r.gradientBlur.set=function(t){this.tiltShiftXFilter.gradientBlur=this.tiltShiftYFilter.gradientBlur=t},r.start.get=function(){return this.tiltShiftXFilter.start},r.start.set=function(t){this.tiltShiftXFilter.start=this.tiltShiftYFilter.start=t},r.end.get=function(){return this.tiltShiftXFilter.end},r.end.set=function(t){this.tiltShiftXFilter.end=this.tiltShiftYFilter.end=t},Object.defineProperties(i.prototype,r),i}(Filter);export{TiltShiftFilter,TiltShiftXFilter,TiltShiftYFilter,TiltShiftAxisFilter};\n//# sourceMappingURL=filter-tilt-shift.es.js.map\n","/*!\n * @pixi/filter-twist - v2.5.0\n * Compiled Thu, 03 May 2018 14:20:43 UTC\n *\n * @pixi/filter-twist is licensed under the MIT License.\n * http://www.opensource.org/licenses/mit-license\n */\nimport{Filter}from\"pixi.js\";var vertex=\"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}\",fragment=\"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 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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\\nfloat random(vec3 scale, float seed) {\\n // use the fragment position for a different seed per-pixel\\n return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + 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 = random(vec3(12.9898, 78.233, 151.7182), 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\",ZoomBlurFilter=function(n){function t(t,e,r,i){void 0===t&&(t=.1),void 0===e&&(e=[0,0]),void 0===r&&(r=0),void 0===i&&(i=-1),n.call(this,vertex,fragment),this.center=e,this.strength=t,this.innerRadius=r,this.radius=i}n&&(t.__proto__=n),t.prototype=Object.create(n&&n.prototype),t.prototype.constructor=t;var e={center:{configurable:!0},strength:{configurable:!0},innerRadius:{configurable:!0},radius:{configurable:!0}};return e.center.get=function(){return this.uniforms.uCenter},e.center.set=function(n){this.uniforms.uCenter=n},e.strength.get=function(){return this.uniforms.uStrength},e.strength.set=function(n){this.uniforms.uStrength=n},e.innerRadius.get=function(){return this.uniforms.uInnerRadius},e.innerRadius.set=function(n){this.uniforms.uInnerRadius=n},e.radius.get=function(){return 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