#

API Docs for: 1.6.0
Show: Inherited Protected Private Deprecated

# File: src/pixi/filters/BlurXFilter.js

    /**
     * @author Mat Groves http://matgroves.com/ @Doormat23
     */

    PIXI.BlurXFilter = function()
    {
        PIXI.AbstractFilter.call( this );

        this.passes = [this];

        // set the uniforms
        this.uniforms = {
            blur: {type: '1f', value: 1/512},
        };

        this.fragmentSrc = [
            'precision mediump float;',
            'varying vec2 vTextureCoord;',
            'varying vec4 vColor;',
            'uniform float blur;',
            'uniform sampler2D uSampler;',

            'void main(void) {',
            '   vec4 sum = vec4(0.0);',

            '   sum += texture2D(uSampler, vec2(vTextureCoord.x - 4.0*blur, vTextureCoord.y)) * 0.05;',
            '   sum += texture2D(uSampler, vec2(vTextureCoord.x - 3.0*blur, vTextureCoord.y)) * 0.09;',
            '   sum += texture2D(uSampler, vec2(vTextureCoord.x - 2.0*blur, vTextureCoord.y)) * 0.12;',
            '   sum += texture2D(uSampler, vec2(vTextureCoord.x - blur, vTextureCoord.y)) * 0.15;',
            '   sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y)) * 0.16;',
            '   sum += texture2D(uSampler, vec2(vTextureCoord.x + blur, vTextureCoord.y)) * 0.15;',
            '   sum += texture2D(uSampler, vec2(vTextureCoord.x + 2.0*blur, vTextureCoord.y)) * 0.12;',
            '   sum += texture2D(uSampler, vec2(vTextureCoord.x + 3.0*blur, vTextureCoord.y)) * 0.09;',
            '   sum += texture2D(uSampler, vec2(vTextureCoord.x + 4.0*blur, vTextureCoord.y)) * 0.05;',

            '   gl_FragColor = sum;',
            '}'
        ];
    };

    PIXI.BlurXFilter.prototype = Object.create( PIXI.AbstractFilter.prototype );
    PIXI.BlurXFilter.prototype.constructor = PIXI.BlurXFilter;

    Object.defineProperty(PIXI.BlurXFilter.prototype, 'blur', {
        get: function() {
            return this.uniforms.blur.value / (1/7000);
        },
        set: function(value) {

            this.dirty = true;
            this.uniforms.blur.value = (1/7000) * value;
        }
    });